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Depends on what you classify as efficient: mem usage, gpu workload, etc. Voxels are easy to work with but often represent more data than your really need.

I was mainly asking in general terms of "gamedev" efficient: Whatever deforms and renders at a playable rate and looks just as good as the alternatives.

Voxels would probably be the simplest thing to program with (they were easier to use in my first iteration than my current (3rd) iteration of the engine)

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