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Havok Physics Engine

by - · in Technical Issues · 11/28/2008 (9:23 pm) · 3 replies

Hi,

My company Claypigeonsite (which uses TGEA) has questions regarding the Havok Physics and the Havok Animator products. We use 3ds Max to make images and we know that they can be imported as objects but I was wondering whether they could be piped through Havok Animator and Havok Physics during the game and if so, how? Also, how easy is it to use Havok in TGEA... What extra things does it bring to TGEA?

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Reece

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#1
11/29/2008 (5:49 pm)
To make use of the Havok systems, you will need to rework some major systems because of how tightly coupled Havok's integration is with the formats and physics engine. The most reasonable way to do this would probably be to choose the necessary pieces and implement a loader for the Havok-enabled models in Torque and then link into the subsystems that it touches. Networking is always the killer when it comes to physics, so you will need to have a very well-thought-out plan for anything you wish to network.
#2
12/23/2008 (8:31 pm)
Thanks a lot for your help.

I was also wondering about other pieces of AAA game creation software. Could one create models in 3ds Max, animate them in Havok Animator, port them through Havok Cloth and Havok Destructor and then put them in TGEA with inbuilt Havok Physics and Havok Behaviour? And what about software like Speed Tree Max? Could you put that inside TGEA?

Yes, I know... AAA games all the way!
#3
12/24/2008 (9:22 am)
You would have to add in all of the various support ties for Havok to get full use like you are requesting. I believe Sickhead Studios is working on a Speedtree integration, though I do not know what the state of it is currently.