Havok Physics [ Part 1 ]

Published April 02, 2009
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So I've made the leap to the Havok physics engine...after fully implementing ODE, Tokamak, Newton, Ageia PhysX, aaaand my own hand rolled...I, uh, think I've found what I've been looking for ;-)

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
0 likes 3 comments

Comments

hungryhippo5000
Good to see your still alive and kicking. You keep disappearing for weeks/months leaving us hoping for updates. Nice to know your making progress. Anyways if you don't mind me asking, did you purchase the Havok engine? Do they sell it to anyone and if so what price range are we talking?
April 03, 2009 09:39 AM
dgreen02
Quote:Original post by hungryhippo5000
Good to see your still alive and kicking. You keep disappearing for weeks/months leaving us hoping for updates. Nice to know your making progress. Anyways if you don't mind me asking, did you purchase the Havok engine? Do they sell it to anyone and if so what price range are we talking?


Lol, well I take little breaks here and there :-) Hopefully this next round of updates will take me through the completion/release of Warbots :-D

They've changed the Havok License so I don't need to pay anything to use it in a commercial PC only game, and if you're selling it for less than $10 USD I don't think you even need to tell them about it :-)

Intel bought them up and made these changes I suppose, I filled out all the forms etc and they said I'm good to go with Warbots & Urban Empires.

If I was selling it for consoles, or if I wanted the whole suite of software with full support access, I guess I'd have to pay a lot. I just know Ageia/PhysX was/is $50,000, I imagine Havok could be more than that for a full license, I didn't bother to ask price.

Check it out at http://www.havok.com there is a free download for PC developers, it's just the Physics and Animation aspects of Havok, and you only get forum based support on intel's site w/the freebie, but it's amazing tech :-D

Lemme know if you have any more Qs, I'll have some videos of this in action w game assets later tonight.

- Danny
April 03, 2009 11:50 AM
Matias Goldberg
Welcome to the "I'm using Havok in my game and it rocks!! Thanks Intel!" club
The Visual Debugger is awesome. It takes a little time to adapt to the camera but once you get it right it's an unvaluable tool.
Shame there's little documentation about that tool (however, there's plenty of documentation in Havok overall)

Tip: Try compiling with macro "HK_CONFIG_SIMD 1" defined.
Define it in the VC preprocessor propierties page to take effect globlally.
For some reason, it's disabled by default. Probably it's more clear in the with-source version.
Of course, enabling that macro requieres SSE.

Cheers
Dark Sylinc
April 04, 2009 10:18 PM
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