I'm starting a new thread for this, cause the "Legal question" thread got hijacked by accident.
Here's my problem:
I'm making a mixed assembly (C++/CLI and C#) and /clr compiler switch
requires Debug Multithreaded DLL standard libraries. Havok
debug_multithreaded libs are compiled with Debug Multithreaded Static
libs, so the linker complains.
Ignoring static default libraries
when linking with Havok (/NODEFAULTLIB:libc.lib
I have a rigidbody character set up and interacting with the environment exactly as I want atm, however I find that the speed the body falls at when in the IN_AIR state is a bit too slow.
I've tried putting the gravity up, changing the air state variables and altering the maximum speed and forces allowed on the rigidbody info. All seem to stop though and the body sems to fall at a capped speed.
I am trying to get started with Havok and downloaded the free binary-only Havok Physics.
I have Visual Studio 2005, Version 8.0.50727.42
How can I compile Havok-using-code WITHOUT using the visual part of Visual Studio? I want to use the command-line compiler "cl.exe", but not the GUI. How do I compile, link, etc?
I would be thankful if someone could point me to a tutorial or explain the necessary steps, for example to compile the simple console app (used in the Quickstart doc, just a ball and base sending coordinates to the visual debugger).
I want to use CharacterProxy & CharacterContext to control characters in my game. And I have knownhow toinitialize the move speed of the character in the state machine.
But the characters in my game have some special skills, such as move slowly, or jump with faster horizontal speed and lower height.
I want to know how tochange the Move Speed of aCharacterProxy, andset the horizontal speed of Jump.
Trying to run the no-charge version (5.5.0) of physics using multithreaded, all threads stuck trying to acquire a semaphore after calling stepProcessMt. I followed or at least tried to follow the user guide's examples "6.2 Basic threading and synchronization" and "6.4 Fine-grained multithreading".
I'm trying to import .hkx files created in Maya using Havok Content tools. I'm using the hkpWorldCinfo that I read from the file to initialize the world. I encounter a problem where the file may contain rigid bodies outside the broadphase size or even rigid bodies that are bigger than the broadphase size. Those rigid bodies are removed automatically from my simulation.
Hi, my collision detection works fine, but the Visual Debugger culls my front faces and displays the backfaces. Is there a way to change it without modifying the mesh? (Faces in Havok, as far as collision detection is concerned, are two sided, is that right?)