Havok technology is the most powerful real time physical simulation solution worldwide. It offers integrated rigid body, soft body, cloth, and rope dynamics with the fastest collision detection and most robust constraints across all consumer level hardware platforms. These include the PC, Mac, Linux, PS2, Gamecube and the X-box.
Over 50 titles are now in development across all platforms using Havok dynamics...
- Thief 3 : XBox,PC
- an unnamed adventure title in development at Nihilistic Software : XBox
- Knights : PS2,PC
- Bruce Lee: Quest of the Dragon : XBox
- Brute Force : XBox
- Rebirth : PS2,XBox
- Dare Devil : PS2
- Renegade Zero : PS2,PC
- Starsky and Hutch : PS2
etc. etc.
http://www.havok.com/community/index.html""MOPP (Memory Optimised Partial Polytope) is a completely new way of compressing bounding volume data for arbitrary polygon meshes. It has a dramatically reduced memory footprint compared with traditional bounding volume approaches without sacrificing any runtime performance. Developed exclusively by Havok engineers, it is fully integrated into the 1.6 release of the Havok SDK.
MOPP technology enables game developers to create worlds of a greater size and scope than was previously possible. Other features of the release include further integration of Havok physics with the leading rendering engines and modellers, such as Max and Maya.
"The recently released MOPP technology from Havok is amazing. It reduces the memory footprint on large landscapes to a huge degree, up to a ten fold reduction in size. The amount of space/memory it has opened up to us is highly significant in the context of what\'s available to us on the various consoles. This effect is evident across all platforms as we are also beginning to work on our Gamecube release." Rob Huebner of Nihilistic.
"About performance, the CPU loading don\'t really change, but the memory usage is really good with a saving of about 90%! We win more than 7Mb ! What we can do with this memory on the PS2!"
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The advantages of real physics for level design can be summarized in two ways.
(A) More for less ( Physics knowledge will save time: (A) Havok allows more reality, more complexity and a limitless virtual world (and you\'ll save production time). All objects in your game behave naturally without additional programming. You simply add some textured items to your world and you get an environment where you can move, throw and use them. So you spend less time programming the physics and you can concentrate on the essential game play and therefore time to market can be reduced significantly.
( Further projects can reap these benefits once a company has mastered and integrated the physics engine. Games will become more advanced as the knowledge grows. Finally as Havok is multi-platform you will save time when porting your game.
http://www.havok.com/product/physics.htmlit\'s really interesting...developers can spend less time on the core game engine, and more time and resources for game play and design!
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It is then possible to achieve a higher level of realism and game play faster. You can rapid prototype and try out different game scenarios and directions.""
...and Cost is also very important...
It\'s cheaper to license a proven middleware physics solution than hire a single physics programmer for the duration of a game development life cycle. If physics is a key feature of your game, then a team of 30 Havok engineers will deliver a better solution than an in-house option.