Havok Team Interviewed 27
Chris writes "There's an interview up with the Havok Team on FileFront, talking to Chief Technology Officer Steve Collins about his company's physics engine. Questions are about development of the engine, getting developer support and the demands they have, and research. The Havok physics engine is responsible for allowing players to lob toliet bowls at unsuspecting Combine in Valve's Half-Life 2 and powers several other popular titles." From the article: "the realistic portrayal of characters is what we hope will define the next generation of games. You're going to see a lot more soft-body dynamics, hair dynamics, clothing simulation and all that cool stuff."
Way to dig! (Score:3, Funny)
"Q: Could the engine be perfected, theoretically, to correctly display how the fat bounces around on a really fat woman during sex?"
Re:Way to dig! (Score:2)
Halo2? (Score:1)
A: The release of the first games with Havok was a huge boost for everyone involved, but I guess that this holiday season has seen the release of many titles that we've been eagerly waiting for, like Halo-2, Halflife-2 and Medal of Honor Each year we see developers getting more and more value out of Havok physics, pushing it harder, and incorporating it more and more into their game design, so it's hard to point at any one success.
I tho
Re:Halo2? (Score:1)
I checked the Havok website and nowhere do they mention Halo2.
Re:Halo2? (Score:2)
Re:Halo2? (Score:1)
Again, go to www.havok.com (check http://www.havok.com/company/careers.php to see how much fun those guys seem to have), and show me where you see a reference to Halo2...
Re:Halo2? (Score:2)
Re:Halo2? (Score:1)
But since you quoted games that do use havok (HL2, PsyOps) I thought your "yes it does" meant that Halo2 does use Havok.
I thought the rest (about the dev knowing what they code) was some twisted third degree sarcasm
Destructing Environment (Score:3, Interesting)
Re:Destructing Environment (Score:2)
Re:Destructing Environment (Score:1)
Re:Destructing Environment (Score:2)
Re:Destructing Environment (Score:1)
Re:Destructing Environment (Score:2)
Lots. For each object in the game you would need to know how it breaks apart. All parts stay in the game world, so they must be separately and correctly textured (i.e. each brick in a wall becomes a real brick instead of rendering lots of bricks as one object). And the game engine must keep track of all this information too, and save it when you leave the area if there is any chance if you coming back (people qui
Re:Destructing Environment (Score:2)
Re:Destructing Environment (Score:2)
I read an interview with John Carmack where he commented on entirely destructable environments. He said you could do that now but you couldn't use current lighting systems, so graphics would look very dated.
I've been reading reviews of the new game Mercenaries, everything is suppossed to be destructable there but I have
Re:Destructing Environment (Score:1)
For a fully destructible environment, you have to:
- detect contacts between thousands of objects.
Most of the classic sorting structures like BSP are optimized for static world only.
- handle those contacts:
either impacts - easy to solve
either resting contacts - hard to solve
E.g it's easy to model a thousand pieces flying up in the air, the hard part is to have those pieces come to rest realistically on the ground as a big stack.
- when you h
How hard would it to get a limited function SDK? (Score:2)
Re:How hard would it to get a limited function SDK (Score:2)
Re:in-game animation (Score:1)
right now it only works for pre-rendering stuff (afaik), but it works on the principles that you're describing.
Re:in-game animation (Score:1)
Mac port (Score:1)