Contest:
To write a wrapper to integrate Irrlicht with the havok physics SDK.
Rules:
The wrapper must be compiled on windows with GCC
(and MSVC if you want),
It must be released under an Irrlicht compatible license,
the media files for tech demos and such (if you want to put those in)
must be freely available,
and there must be documentation (just like an API reference or a simple tutorial to get started).
This should have support for at least:
Basic physics, and static mesh and heightmap physics objects.
Prize
The top five wrappers will receive a texture set by me completely free, you can use it wherever you want without paying royalties or anything I won't even require credit I will post a sample image later.
Havok wrapper
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
Havok wrapper
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
I'm 99% sure that Havok cannot be compiled under the GCC compiler. I've tried many things to attempt getting it to. So the only viable option would be the Intel C++ compiler ( which not everyone has as a resource ) and or the MSVC++ compiler.
And I'd like to mention I'm about to start writing tutorials for Irrlicht and Havok. I don't see a library happening as it takes a while to write a good one, and I'm not sure how much I'm willing to do that XD
Edit - I withdraw that last statement. I think I'm actually going to create a library. I have done a lot of work with Irrlicht and havok, so I'm most likely going to make this happen.
And I'd like to mention I'm about to start writing tutorials for Irrlicht and Havok. I don't see a library happening as it takes a while to write a good one, and I'm not sure how much I'm willing to do that XD
Edit - I withdraw that last statement. I think I'm actually going to create a library. I have done a lot of work with Irrlicht and havok, so I'm most likely going to make this happen.
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- Posts: 9
- Joined: Wed Apr 22, 2009 12:06 am
Honestly, the wrapper / interface I have done so far with Havok offers a lot more professional quality than PhysX offers. You have to do a ton to get PhysX working (not the wrapper, but physx in general). PhysX character controllers are, in my opinion, horrible. The Havok character controller I have integrated into my framework feels like a real games character. I'll be releasing that library very soon with vehicle support, characters, triggers, ragdolls, and hopefully animations. That'll be once I finish my game (so by may 24th it'll be released).
It really helps game development. My game feels like a true fps due to the character controller and how it interacts with the environment.
It really helps game development. My game feels like a true fps due to the character controller and how it interacts with the environment.