I am a fan of games by 3D Realms, id and Epic. I enjoy mapping for Quake (Darkplaces port), Prey, Unreal, as well as coding with DarkBasic and Irrlicht.
The Quake engine and its derivatives are perfectly capable to handle breakable stuff. Its absence from Quake was a deliberate choice, not a limitation.
breakable stuff in quake-based games
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