This isn’t actually true if you use GPU raytracing, as everyone involved with voxel destruction seems to realize at one point or another. Meshing in a performant way after every destruction event is simply not possible.
So how would you do destruction physics on voxels without meshing? This is how even Teardown does it, and it uses raymarching.
So how would you do destruction physics on voxels without meshing? This is how even Teardown does it, and it uses raymarching.