Havok Team Profiled 26
obchrisj writes "Chief Technology Office of Havok, Steve Collins, has spoken to FileFront about the team, their projects, and the trials and tribulations they had on their way to success. FileFront profiled Havok and their technology in an article titled: "F! True Project Story: Havok". The Havok physics engine powers many popular titles, including Valve's Half-Life 2."
Re:The funniest part of this technology (Score:1, Insightful)
or -1 idiot!!!!
you decide...
Re:The funniest part of this technology (Score:3, Insightful)
Havoc is pretty good but even they have admitted in interviews that they dumb down the physics a bit to save processor power (90% right for 10% of the effort. They just want it to LOOK right not neccessarily BE right.
So to all of you aspiring game designers, instead of coding games that are approaching the look of A-list titles, just code simpler graphics with lots of interaction. The original Quake engine is open-sourced. There are plenty of non-proprietary methods to simulate physics (see your local university library). And you could always attach a couple of ALICE bots to some animated models. Throw in a few fun gamplay objectives. And... poof! You'd have a Katamari Damacy-like cult sucess on your hands.
Re:The funniest part of this technology (Score:1, Insightful)
Of course, the distinction between AI and "Machine Intelligence"