Havok physics integration-Best practices.
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Havok physics integration-Best practices.
What would be the best way to integrate Havok? As an animator? Or as a custom scene node?
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
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I am using SceneNodes for my IrrOdEdit plugin (for the IrrOde wrapper), but if I would re-start it I think I would be using Animators for the bodies and geoms and use scenenodes for the world and (maybe) for joints. In the way I did it the IrrEdit files get quite big because there are a lot of additional scene nodes (for the world, bodies, geoms and joints) in it.
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Actually, as long as it's on PC and a game or a free app, Intel paid your license. However, if the selling cost is above 10$ and it's a game, you need to contact them for a free license so that they can evaluate that you comply with their logo rules and such. Aka:
Free app, free games, games under 10$ retail, game middleware: No need to contact them.
Games above 10$ retail: Contact for free license.
App that cost whatever: Contact for a paying license (can possibly be a non-paying one, depends of your use)
Free app, free games, games under 10$ retail, game middleware: No need to contact them.
Games above 10$ retail: Contact for free license.
App that cost whatever: Contact for a paying license (can possibly be a non-paying one, depends of your use)
Re: Havok physics integration-Best practices.
I did it like this.
http://reallibrary.juplo.com/index.html
I made a wrapper class for every trirdparty library ( Havok, Irrlicht )
and combined in one library.
http://reallibrary.juplo.com/index.html
I made a wrapper class for every trirdparty library ( Havok, Irrlicht )
and combined in one library.