Havok physics integration-Best practices.

Post your questions, suggestions and experiences regarding game design, integration of external libraries here. For irrEdit, irrXML and irrKlang, see the
ambiera forums
Post Reply
3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

Havok physics integration-Best practices.

Post by 3DModelerMan »

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
omar shaaban
Posts: 616
Joined: Wed Nov 01, 2006 6:26 pm
Location: Cairo,Egypt
Contact:

Post by omar shaaban »

just a small question...from where did u get the engine ?
FuzzYspo0N
Posts: 914
Joined: Fri Aug 03, 2007 12:43 pm
Location: South Africa
Contact:

Post by FuzzYspo0N »

It became free for non commercial use recently,

http://www.havok.com/
Brainsaw
Posts: 1183
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

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.
Dustbin::Games on the web: https://www.dustbin-online.de/

Dustbin::Games on facebook: https://www.facebook.com/dustbingames/
Dustbin::Games on twitter: https://twitter.com/dustbingames
Dorth
Posts: 931
Joined: Sat May 26, 2007 11:03 pm

Post by Dorth »

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)
Xarshi
Posts: 27
Joined: Sat Feb 28, 2009 6:15 pm

Post by Xarshi »

I use Havok in the form of scene node animators. That is a lot less work for integration and quite clean.
Tedi
Posts: 18
Joined: Sun Nov 27, 2011 3:42 pm
Contact:

Re: Havok physics integration-Best practices.

Post by Tedi »

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.
Post Reply