Jpmawesome :
You've assumed that I'm working alone... For no reason, as far as I can see. And yes, I am new to programming. Is there a way to have a completely interactive and destructible world? A simple yes or no will do, no a self satisfied rude comment.
Theoretically? Yes. Practically? No.
Creating pretty destruction effects isn't terribly difficult through the use of soft-body deformation and geometric subdivision. However, feeding these pretty soft-body destruction effects back into game logic is terribly difficult. This is why most games perform collision physics in rigid-body using well optimized collision tests and easily simulated geometric primitives (spheres, planes, triangles, ellipses for the most part) yet display the visual effects using soft-body simulation for aesthetic reasons. This is why there can sometimes be a disconnection between what you visually see in game and what you actually experience in game (such as debris flying clear through your character, or stepping over objects). The algorithms for soft-body interactions are simply far too slow to be used in a large scale.
Using full soft-body simulation for more than a handful of entities will bring even the most modern computer to its knees. It's typically reserved for stuff that the player sees over, and over again, such as the interaction between player clothing and the environment.
So, if you want to have a fully destructible world you need to have full subdividable soft-body physics models for every material and entity in it; this is not going to happen. Instead, you will have to make compromises. Rigid body physics models operating on predivided objects (this is how Battlefield works) with some soft-body effects that are not dependent on actual collision results.