An early example can be found in Dig Dug, in which the whole of each level is destructible and enemies can usually only follow the player through a combination of pre-made tracks and paths made by the player. In most games that feature destructible terrain, it is more common for only part of the environment to be destructible to prevent players being able to cut their way directly to the goal.
Newer iterations of this feature can be observed in games such as Crysis (CryEngine 2), Mercenaries 2: World in Flames, and Battlefield: Bad Company (Frostbite Engine). Future implementations will be core facets of gameplay and will be found in Far Cry 2 (Dunia game engine) and Fracture.
Wipo Publishes Patent of Hewlett-Packard Development, Gary L. Vondranjr. and Zhiyong Li for "Apparatus for Use in a Sensing Application Having a Destructible Cover" (American Inventors)
May 04, 2013; GENEVA, May 4 -- Publication No. WO/2013/062540 was published on May 2.Title of the invention: "APPARATUS FOR USE IN A SENSING...
Wipo Publishes Patent of Dmitry Potapenko, Bruno Lecerf, Marina Bulova, Theodore Lafferty, John Daniels, Schlumberger Holdings, Prad Research and Development, Services Petroliers Schlumberger, Schlumberger Technology, Schlumberger Canada for "Destructible Containers for Downhole Material and Chemical Delivery" (Russian, American Inventors)
Nov 20, 2012; GENEVA, Nov. 20 -- Publication No. WO/2012/155045 was published on Nov. 15. Title of the invention: "destructible...