meaning a set destruction model?
i wonder if you could separate building components into parts, like a wall with a windowframe set into it and have a "staged destruction model" that throws off parts as its health is reduced, where a sufficiently big hit blows the whole thing apart at once, partial hots might crumble a portion of the wall and window-inset throwing off their respective debris objects from the cache, letting you effectively build destructible secenery from rudinentary thematic components
this could range from a three stage animation perfect>partial collapse>destroyed to as many as you could support, with variable resistance effects based on the damage source (i.e. small arms could suffer a damage divisir when attacking harder terrain like stone and concrete, but deal a higher fractional damage to wood, etc; this could scale alongside a game's tech tree, if it had one, making more advanced munitions better or worse at certain destruction effects, et al
if that proves workable you could also try to cache multiple destructions, selecting one at random from a given precached set when each component object is damaged, making the ruination of a complex scene more organic looking while still operating from a very simple base
but I'm getting ahead of myself