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Havok physics integration-Best practices.

Posted: Sat Oct 03, 2009 9:39 pm
by 3DModelerMan
What would be the best way to integrate Havok? As an animator? Or as a custom scene node?

Posted: Mon Oct 05, 2009 9:10 am
by omar shaaban
just a small question...from where did u get the engine ?

Posted: Mon Oct 05, 2009 9:38 am
by FuzzYspo0N
It became free for non commercial use recently,

http://www.havok.com/

Posted: Mon Oct 05, 2009 10:20 am
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.

Posted: Tue Oct 06, 2009 2:38 am
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)

Posted: Sun Oct 11, 2009 5:16 pm
by Xarshi
I use Havok in the form of scene node animators. That is a lot less work for integration and quite clean.

Re: Havok physics integration-Best practices.

Posted: Tue Mar 05, 2013 2:52 am
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.