Havok

Middleware license clarification.

For middleware development, this sentence throws me off a bit : You can freely download and develop compatibility with your middleware
products, so that your end-users can easily download Havok components
directly from Havok to finish their games." With that sentence, does that mean that I must make it mandatory for users to download the Havok SDK? Or can I simply link static libraries into a dll for this? And does this license mean I can make a commercial middleware, or must it be freeware?

how to update a hkpshape??

hi all, its me again

how can i update a rigids body shape??

right now i create a rigid body with a shape as one of the input parameters as usual. Keep the hkpshape alive in a pointer

my problem is when i try to update that shape. I do all the update to my shape pointer. Then to make the changes available for the rigid body i do a "rigid_body->SetShape(shape)". shape its a pointer to the same shape rigid body was created from and it works, buuuutttt i get a very nice memory leak

Variable frame rate and large time deltas

Hi,
I run a physics simulation using Havok with variable frame rate.
Once in a while I have a larger deltaTime (because some delays in other parts of my program), and those larger steps create strange results in the physics simulations.
Does anybody knows a nice way to deal with such cases?
What is a reasonable step size for the physics engine to give reasonable results?
Does the variable step size is a problem for the solver?

Thanks
Yinon

Visual Studio 2008 Library Build

Hi,
i hope it's not too much to ask ,the debug builds for 2005 doesn't work with 2008 due to manifest conflict (can't load CRT8,9 at the same time).it would be great to release library builds for 2008 ,I'm sure large segments of Developers already use it

Thanks for releasing this amazing library and hope to see more from it in the future

Ahmed

Any plans to release Xbox 360 libs?

I was wondering if there are any plans to release static libs for the Xbox360? This would allow people to wrap those in C# and use it with XNA on the 360, rather than just on the PC (I believe the current release only has win32 libs?).


I'm sure there are legal and technical hurtles to overcome - but it would be very exciting to use both of these technologies for hobbiest XBox development.


Thanks,


George

mesh to mesh collision problem in debug

Hi again

my rig - Vista 64, visual studio 2008

ive solved all the past problems and were all related to the fact that i can only call havok from the same thread that initialized it.

Right now im using simplified tirangle meshes for the collisions, which are all hkpExtendedMeshShapes. In release everything works great, but in debug mode when a collision happens between two meshes a breakpoint happens.

This is the Call Stack

License question

Hey, I have a question regarding your licensing for your Win32 Havok Binary. I am planning to make a game which ideally I would like to run natively on Windows and Linux; now as you are not offering a Linux build of the Havok SDK under Try Havok, I was considering using Havok for the Windows build and another Physics SDK for the Linux build (using a small abstraction layer that allowed you to select the SDK to use at build time).

Destruction and Cloth Technologies

Hi


I am making my game with Havok Physics.Game physics as I planned will belike in Crysis with object destruction and cloth supportto makemore detailed characters. But I heared about very interesting technologies: Havok Destruction and Havok Cloth. I saw GDC'08 videos of Havok Destruction and HavokClothpresentation, great work! I need to know howthey would be destributed?Would I need to pay forthem orthey woud befree like Havok Complete? Because I am thinking what to do: wait for new Havok tools or make my own technology.

crash at stepDeltaTime

Hi

im running vista 64 with visual studio 2008 and have linked the following libs from the debug_multithreaded folder in debug mode and release_multithreaded folder in release mode

hkBase.lib, hkpDynamics.lib, hkpCollide.lib, hkpConstraintSolver.lib, hkpInternal.lib, hkpUtilities.lib

first of all, sorry cause its going to be a long post, i dont like to make long posts full of code, but im totally stuck and have really no idea why the setpDeltaTime is crashing.

ill explain what ive done so maybe you can see the errors

stabilizing a hkpConstraintChainInstance

hi all..

I've built a scenario where i have two "ropes" consisting of constrain chain instances suspended between a fixed rigid body and a movable rigid body, where the latter is pulled by a stiff spring. The intent is to tauten the ropes initially, then remove the constraint at a later time. I've tried playing around with the solver Tau/damping, and rope mass and inertia but it still oscillates unless i slacken the rope. Does anyone know how to get consistently taut ropes?

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