That sig cracks me up, OW.
Seriously, our biggest argument is that the game must be rewritten, and you think that will be simple. Are you a coder/programmer even?
And those quotes were all saying the same thing: the idea may be simple, but the coding is NOT.
Yes, but I mainly just study data structures and algorithms.
It's a completely unconstructive argument though, it's easy enough to say it's difficult but trying to find a non-difficult approach gives the idea a chance of being fruitful.
For mechanical simulation, I'd say converting it back into tiles is the easy part: A mesh on the right rotated into two different positions, with tile conversions on the left
What happens when I want to start taking parts off of it? Is there still the same amount of material as was before it collapsed? Have the material types remained the same? (How are we keeping track of this?) How does mining even work in a mesh-based view, considering that the terrain has been fused together and may settle at an angle (not grid aligned)?
I mean, we could have fine-grained voxel-based terrain, but DF was in no way designed to work with that.
If you want to take parts off the mesh, what happens depends on what type of mining is implemented.
A: Boolean cutouts, i.e. take a cube sized chunk or something out of the mesh when mining is done. Efficient and easy, handles all terrain perfectly fine.
B: Rough-hewn walls have quite a bit of mesh detail, and mining them will push the vertices of that mesh away from the miner. Benefits are that caves can have very natural forms, and mining is easier to give to things that shouldn't be able to burrow through the ground at high speed such as goblins and adventurers. Problems are that some very clever ways of transforming mesh topology would be needed to handle digging tunnels and removing pillars otherwise the following would happen:
Heavy mesh distortion and possible intersection
...and a cave would have a very high mesh detail unless the ways of transforming mesh topology were artifact-quality.
C: A cross between the two, small-scale boolean cutouts. Not as difficult to get right as B is, but B would be much better if done right.
If letter denotes method and +- denotes quality with which the method is programmed, here's my list of how good/bad the methods would be.
*Best*
B+ (Everything C does only harder, plus being able to prevent the mesh from intersecting with itself)
C+ (Would have to be able to reduce unnecessary mesh density, as well as play nicely with pathfinding)
A (Not really any way to get this wrong)
C- (Mesh density varies across the underground like crazy from digging, causing unnecessary performance tolls)
B- (Completely unusuable)
*Worst*
Putting it like that, it's really not clear how mining should be handled, especially when one considers that B is the hardest to program and A is the easiest.
Material quantity doesn't change during a collapse, because while the volume of a mesh converted to tiles would appear to change as the mesh rotated, the tiles are still display-only and the mesh is still the same volume. Still no issues if the collapsed object snaps in two. If the thing that collapses is a big metal block which gets dented however, then preserving volume could get tricky.
Material types would be defined by different parts of a mesh, e.g. this closed off volume of the mesh is copper and this closed off volume is wood.
Once again keeping track of the quantities of materials depends on being able to preserve volume as the mesh is distorted.