Hi everybody, Here is an article describing how to build a simple 3D physics-based game using Havok 2011.3. The article has also been published on Game Coder Magazine Physics some weeks ago. Enjoy!
Havok
New Havok Instructional Videos
Greetings everyone,
I've recently come across some rather helpful videos regarding Havok Physics which I wanted to pass along to the community. These are great instructional videos for beginners/advanced users alike and are based on the free SDK you all have. Please take a look!
Cheers,
Jason G.
How to report a Havok crash (Please read before posting)
How to report a crash
I'm not trying to single out anybody here; I'm just trying to save everybody some frustration. Let's consider the following two hypothetical forum posts:
1) "After I call hkpWorld::initMtStep, I get a message that says "hkpWorld.cpp(123): [0x12345678] Warning : I'm about to crash". Right after that I get a assert with the message "hkpWorld.cpp(234): [0x00001337] Assert : foo != HK_NULL" and this callstack:
Welcome Havok Users
Hi:
I'd like to welcome everyone to our community support site for the Havok Physics and Havok Animation downloads for the PC, which can be found at www.havok.com/try-havok
To get started you may find these intructional videos useful: Havok Instructional Videos
Dynamic rigid body with complex compound shape
Hi!
I'm using rigid bodies with complex compound shape (hundreds of box shapes alligned to uniform grid).
What best compound shape for this case?
I've tried hkpBvCompressedMeshShape, but it's quite slow in narrow phase (~20ms)
hkpMoppBvTreeShape is faster in narrow phase (~5-10ms), but when object is moving in empty space (no other objects at all), it's quite slow (~5-10ms). Why is Mopp slow when it's just moving?
Problem with Havok math classes.
If I try to use any of the Havok math classes (hkMatrix4, hkTransform) as members of a class my software crashes when trying to use them. Ex.
class TestClass
{
public:
hkMatrix4 _t1;
void test();
};
void TestClass::test()
{
_t1.setIdentity();
}
void TestClass::test2()
{
hkMatrix4 t2;
t2.setIdentity();
}
The above code will crash on test1 but not test2. Any one know whats going on here?
Cheers,
Keith
hkpRigidBody without shape and custom inertia.
I'm doing some testing of the Havok Physics sdk to see if it meets the requirements of my engine. Does anyone know if a hkpRigidBody can be created with out any shapes added? I'm trying to create a dynamic object with out any collision and a custom inerta matrix but I'm getting a crash when I try to create a new hkpRigidBody with bodyCinfo.m_shape set to NULL.
Most likely causes for linearCastPhantomCast and collision queries achieving poor performance
I am in need of a more experienced user's input on a particular issue of having to optimize an engine that's used for multiple platforms.
Character Friction
Is there any way to set the rate at which a hkpCharacterRigidBody will come to rest?
[video]Ragdoll and hkaRagdollPoweredConstraintController issues
Hello everyone,
Sorry for creating the same topic twice, but I was unable to create a topic with yt link, nor I couldn't upload mp4 file as attachment - the topic just wasn't being created despite the 'success' message. Not to mention that I can't edit my previous posts, I don't know, maybe its a new user restriction or a board policy in general...
