Brittle
Curved or hollow objects?
Yes, that is the point: the cracks grow on the surface of the shape.
Game engines?
Every state is a clean watertight mesh with UVs and per-face attributes; the shards option gives one object per piece, pivot at its centre for custom export or a single pile asset.
How reasonable is the polycount?
Large panels with hundreds of hits are fine. Quality and the debris limits keep the triangle count where you want it.
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