Yes, I just remove the joint as soon as its lambda exceeds a certain amount. Everything else is just the usual simulation, it all happens naturally.
I have no idea how you would do it with an existing engine, as I've never used one, can't help you here
Ok, but, as far as I understand, in real nature, the momentum is conserved, and if I do as you say, I remove the joints immediately after the initial touch, but if I don't apply any additional forces, would it still be correct, wouldn't a significant part of impulse be lost on the way? Say, a ball hits a single brick in the wall, the brick is detached from all other bricks. In real nature, the detached piece would gain some velocity from the impact, and fly off the wall, otherwise it would've just stayed in place in the wall, right? Even if the ball bounced back off the wall, there could be some chips flying off the other side, right? So they definitely gain some momentum of impact in real world. But what we see in the demo is not actually a proper momentum simulation, but is a result of a heavy projectile just continuing to push broken pieces inwards into the wall during sequential stepping after initial hit. In the demo, a projectile hits the wall, the piece is broken off, but it stays in its initial position until the moving projectile shifts it in some direction. It does not gain any velocity upon impact in this demo, right?