>>319667635
There are plenty of walkthroughs for game development to the theme "making a Minecraft clone", on the basics of meshing/rendering voxel data efficiently, procedural generation, and how to do cellular automata fluid physics. Rigid body physics is straightforward to delegate to a premade physics engine once you have efficient collision meshes. Physically destructible environments can kind of follow the cellular automata model of stress/breaking force, though I'm sure there are also clever ways to make it more efficient.