Here are my quick tries:


I've just starting to play around with Indigo. After a few attempts, I've settled with this render, at the max resolution the free version outputs. Finally finished, at 2000SPP! 1hr 30min.

In the ontouch event, is the speed the speed of the collider at impact... and pos the point of impact?
And thanks for those demos!
Here's my first proper model with it, copyable ragdolls! You can't freeze them normally, but you could probably set them to freeze on frame 1, after the joints have connected.
Thanks Chris 
It happens with anything except perfect script 
I don't have the slowdown problem, that's wierd...
Chris, shouldn't the scripting window have error checking? It lets me stick any old junk into it, tries to run it, and breaks the model forever. Basically, it's trial and error, making a new model every time my code's wrong 
Chris, did you use my idea for destroying objects? Or had you thought of that before I said it 
BTW, I'm having a big problem with the events. Entering the script for the event even slightly wrong wrecks SP (I can't start the simulation
), and I have to restart SU to get anything to work again. Other than that, teleporting short distances every frame causes the object to ignore gravity and collisions, which is slightly wierd, but probably unfixable 
I believe JORDI uploaded that, and I'm under the impression it's an import
. Or it might have been Marian, but I think it's a widely circulated model on the net, I've seen a ton of renders of it on a bunch of websites. This veyron is 100% SketchUp, and 100% original!
But that's a great transformer 
The final model will be posted on the warehouse. I had a quick play with rendering it as a Pur Sang a while back, and another one more recently, both with my iRender nxt trial (Now expired):


Update; we're close now. Only have the wheels and the lower back to do now!


If Google really want to allow real-time, effective visualization, they should move down the road of game engines. You can now get effects pretty close to, or even surpassing renders... for AO, screen-space ambient occlusion may not be perfect, but it's a very nice effect:

Combine that with soft-edged shadows, and material-specific shaders (Fresnel reflections, specular highlights, bumpmapping), and you've got something that anyone can use to make great-looking presentations. And this is all most-definately possible in real-time!
Thanks for your comments, and decipher, I'm sure you'll find something 
Here's a minor update, but mainly showing a bunch of paint jobs:


I love Killzone 2! The model's nice and detailed, but yeah, textures would be great.
Kinda depends on how you did it. Then again, convex hulls are pretty tempermental...
Ok, I've made smoothed and lowered the lines, and fixed the front wheel arch. There's also been plenty of cleaning up, and some progression, with the addition of the engine. Enjoy!





We're probably not gonna stick with this colour scheme, but it lets you see the detail
I think the main flaw in my idea is it works as particles at a molecular level, you'd never be able to make it with a high enough resolution for fluid. The particles just push up against the container, with a relatively thin area in the center.
The terrain shaping is nice, but I hope you vary the texture a little 