Did it run as well?
Either way, I'm working on a new and more clean demo. This time I'm going to focus on making it more game play oriented to show how you can use it for different styles of game play. This one focusing on more of how Halo handles it ( fps, then third person view in vehicles ). As well, I'll probably write a scene node for Havok animated meshes.
Oh, and I'm also going to put a few shaders in there ( SSAO for sure, I'm then going to try my luck on HDR, but SSAO is the only major shader I've gotten working in a few libraries ).
And this new demo will support multi-threading as well. Its already in ( the ability to choose: multi-threading, single threading discrete simulation, and single threading CCD simulation ). So be on the look out for that in about a week or less. I'll make a new thread for it as I'm going to base a game on that little demo more than likely.
What I love about Havok is the control it gives you over, for instance, animated ragdolls and such ( great for zombies, which my game will most likely be focused on ). Needless to say that can be slow whilst having a mass of them, so it'd probably be based on an LOD thing for them ( a list of the closest zombies and only they are animated ragdolls, whilst the other zombies are just animated ). But I'm looking forward to showing what Havok and Irrlicht can really accomplish.