These physics engines are pretty much like that already! I've used Tokamak in my own code. You set bounding primatives to compartmentalise your objects (eg. five cuboids for a table, top and four legs), assign the materials, set gravity, and away you go. You can apply forces and the engine solves all the collisions, rebounds, frictional rotation etc. with me the developer not needing to worry about how it's done. I suppose ideally models will use a bounding mesh in such physics, but the results from the existing methods are very competant, easily implemented, and pretty quick too.
I'm expecting physics in absolutely everything next-gen!! (okay, maybe not turn-based RPGs)
I'm expecting physics in absolutely everything next-gen!! (okay, maybe not turn-based RPGs)