In a few days I've put all I really need into my game engine [ used for Warbots, and Urban Empires]....large scale terrains, vehicles, and standard rigid bodies. I'll add the ragdolls into the game once I get back to focusing 100% on Urban Empires, but a solid physics solution was the major hangup in me not wanting to push that game out the door a long time ago.
Below, I'll post an image of the Havok remote visual debugger....and some about it...this is running on another computer, seperate from the game. I can visualize the scene's physics components using this tool.
I can run the game at 70-90 FPS with remote visual debugging on the physics, it idles around 90-140 FPS w/out any Havok Physics. The terrain is made of about .5 million triangles, it uses Havok's sampled heightfield functionality.
Also there are 64, 4-wheeled vehicles [ most possible in this game since it's only 64 players], and 128 'boxes' in the scene. The small insert screen shows them. This achieves 70-90 FPS on the 'host' machine while streaming the debugging visualization info to another.
I've done about 5 physics engines now, and Havok is the best, hands down. I'm so glad Intel got them up and changed the license terms for commercial PC only games!
*~1/2 million triangle terrain, 64 vehicles, 128 dynamic rigid bodies...from Havok's point of view.
Obviously, way more to come...very soon. Tomorrow I extract the matrices and attach them to the visual representations, record cool videos, and have fun with it :-D
- Danny