Havok

[Noob Question]Tutorials for Integrating Havok with 3rd party graphics engine

Hi,

Would there be any recommended tutorials and approach for integrating havok to open source graphics engines? I've been studying the docs and sample sources(havok demo framework) but am still looking for a way. I was wondering if anyone can point a noob in the right direction.

Access violations while running update havok

Ok, this is really annoying, am i the only one who can't get Havok to work?! i get access violations in the update function i created. here is my update function.


int CHavok::UpdateTime()

{

PhysicalWorld->stepDeltaTime(0.063f);

return 1;

}

and i'm calling it like this:

while(lContinue)

{

if(GetTickCount() - Speed >= 30)

{

Havok.UpdateTime();

Speed = GetTickCount();

}

//....rendered stuff.

Crash when adding multiple shapes

The following crash happens whenever I add several (half dozen to a dozen) shapes (cylinders) to the world. It seems to happen when the entities are together in one place, rather than spread out.


t:BuildcodePcXs0SourcePhysics/Dynamics/Constraint/hkpConstraintInstance.inl(96): [0xf056d145] Assert : 'm_internal
You cannot access internal, this constraint is not added to the world yet'


I've tried everything I can think of to affect this in any way, yet the error persists. Any help is appreciated. This has stopped me cold.

Renderer with Havok

Hi guys,

First of all I would like to say "sorry" for this silly question, but this is my first game project, and I am really in doubt.

Havok Physics's manual is very clear when it says "Havok is not a commercial renderer. Although we provide a simple cross-platform display library, it is used merely as a testbed for rapid prototyping and for deploying Havok demos."

However I don't know how to make my graphics with Havok.
Does Havok Animation cover this fields? If so, how is it? Integration with DirectX/OpenGl libraries?

Supporting multithreaded animation

I am investigating how to use Havok Animation in a multithreaded environment. There are two examples for Havok Animation multithreading given in the SDK: SampleOnly and SampleAndBlend. Here is my problem...

1. SampleOnly only has support for multithreading on the PS3's SPUsbut nothing for the PC.


2. SampleAndBlend has no multithreading support (it runs in a single thread.) Most of the PS3 code was removed from this example.

Detect Interpenetration Collision

Is there any way to detect when/if a collision becomes an interpenetration? I have a keyframed platform. If there are entitiesriding it that get crushed into a static mesh, I need to detect this and do something about it. Either stop the platform or remove the entities.


Normal collisions on the platform don't signal a problem, so I only need to trap the interpenetrations, or when one entity is crushed into another.

Páginas

Assine o Havok