So I’ve done a bit more research into it, mainly checking these posts:
And honestly I can’t really seem to figure it out. From what I understand you just divide the parts based around the contact point of choice, and then greedy mesh everything. The issue comes with actually dividing the part. From what I can find, there isn’t any explanation or tutorial on dividing a part around a contact point. You mentioned octrees, which I believe you are using here for that, but I have no idea on how those work, or how I would even implement them here. And most resources I can find on voxel destruction and the like are either entirely unoptimized or not at all what I’m looking for.
Thank you for the suggestions though, I would really like to figure this system out, as it is something that I find really cool and would like to implement into my own game, it just seems there is a lack of community resources based around voxel destruction.