I consider the main advantage of this is being able to create "rough" cracks between the split mesh's parts without having visible seams when the objects are "unbroken".
the only problem I faced implementing our splitter tool was, I could not find a really suitable library for boolean operations on actual 3d games objects.
after all, real-world game objects have some features that need to be supported:
* directly work with Ogre::Mesh
* uv-coordinates, normals and the like
* sub-meshes and multiple materials
* holes and non-closed meshes (well limited at least...)
* have a forgiving error handling, since errors (holes, flipped triangles) will propagate and grow when the resulting meshes are chopped down further, and artists won't by default create watertight meshes

so, for training my vector math skillz (yay!) and to be able to debug the thing, i decided to code boolean mesh operations by myself...
so after half a year I have finally come up with some results!
I haven't quite finished, but a few nice test cases do work:

the mesh was cut by a random heightmap (diamond square fractal noise to be precise)
when applying the cutting algorithm until a certain granularity is reached it can look like this:


I will release source on our google code repo when it's tidied up a bit and passes somewhat more life-like tests, since I'm facing a few instabilities atm.