I had problem with this line, from you ... (which I took as an insult)
>> I take it poor devsh isn't doing all of this. How many guys are on your team?
was that fun or ... ? devsh isnt a poor thing... he is very talentet! so ...
fine, lets keep clean here ...
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the top is transparent, when you are underwater, but currently not when not in water. might be fixed.
The water flow back... we actually have a 'waterfall-shader' for that, but its not enabled.
The forcefield is basically indestructable transparent cubes
this way it uses the normal general algorithm for cubes.
The algo have many setting per block... for example, can it burn etc... I tried to set all blocks burnable... entire world burned away... even water!
hahahaha
The most tuff thing cpu wise, is the function that finds detached blocks, and marks them for falling. This function we hope to move to OpenCL or OpenACC or so...
As you see here, it will work with ANY type of structure, mountain or what ever:
http://www.youtube.com/watch?v=c_G64vrzqxE