Currently I’m working with particle emitters in combination with MeshType (simple cubes) what is actually working quite well for me with Physics and floor collision.
The thing I just cannot figure out is the problem with intersecting and overlapping of several cubes from the emitter … is there a way to prepare the mesh or the particle object in that way that all the cubes hitting the ground do not intersect to each other that every cube has a collision hull such as a rigidbody cannot intersect or overlap with surrounding cubes?