In most physics-based voxel games (like Teardown), there is usually an object-space voxel grid for each object, but no corresponding world-space grid. This means that a voxelized object can be translated and rotated freely without any global constraints of having to stick to a world-space voxel grid. This is understandable, since the physics engines work on continuous space-time.
However, is there any approach in which the laws of classical mechanics can be translated to work in a grid-like discrete environment? Essentially, this would mean that an object-space voxel can only occupy one of the world-space voxels, and all transforms would have to stick to the global voxel grid.