Real-time mesh deformation on arbitrary models of the kind you are describing is a difficult problem. Essentially, the game would have to include the boolean-subtract operation from a top-end 3D modeling package. You would need to consider the incidence angle of the blast, the type of weapon, and the size of the ship (or ship component) that is being damaged.Sylvester said:If we were to make a new game, how about realistic dmage effetcs. Like if a torp hits the side of a ship the explosion blows of pieces or blows out the other side. The lights on that section would go out and you'd see a big hole.
You would need to handle the case where the "hole" subdivides the original mesh into two or more separate pieces (e.g. the hole is through the struts supporting the warp nacelles on the USS Enterprise), each of which would have to obey physical modeling. You might need to consider which ship systems were in the pieces that were destroyed or cut off. Again just to provide an easily visualized example, presumably the Enterprise would not be able to use warp drive after having both warp nacelles chopped off.
It really opens up a very large can of worms for a very small "ooh-ahh" factor.
The other things you mentioned - starting hull fires or smoke trails, generating particle bursts of shredded hull plating at the point of impact (and the point of exit), turning off window lights or adding damage decals - are a small matter of programming to code and don't require a lot of art or computer resources.
This is much easier, and can be done with pre-computed separation points. This is what Starfleet Academy and Klingon Academy were doing four or five years ago, and it is also a common feature of WWII combat flight sims. Personally I think it looks kind of silly to see a B-17 bomber loafing along with half a wing and the tail shot off.And when you shoot at a fighter, for instance: A Epee, if you put enough shots into that wing, the wing would come off.