I was wondering about the following idea. Say you have an object made out of boxes (a compound object). For example a rubic's cube made out of 27 boxes. When I would like to do is some 'destruction' on impact. So if it falls on a corner it would destroy the corner piece.
My first idea is to find the impact points, and remove the cube(s) that are hit too hard (how can you measure this?) each frame.
One disadvantage of this, if I'm correct, is that no matter how hard the object hits the floor, only the first layer of cubes could be destroyed and the object would bounce back after that.
Better would be if on high impact, more than one layer could be destroyed. If I'm not mistaken, that would mean that if cubes inside the object are destroyed on impact, the impulse that were generated to push back the object would have to be reduced, so that the next frame the object is still heading in the same direction, so the cubes behind the destroyed cubes also have a chance of impacting.
This all doesn't have to follow real physics rules or anything, but I just want something believable for a simple game

Has anyone ever tried something like this? How could this be accomplished in general in bullet?
Thanks!