Missing headers for version 2013

Hi guys, I'm getting missing header errors for hkPhysicsClasses.h saying these files can't be found in hkPhysicsClasses.h-

#include <Physics/Internal/Classes/hknpInternalClasses.h>

#include <Physics/Physics/Classes/hknpPhysicsClasses.h>


I didn't find these in my havok folder so are these in fact missing from the Havok downloads?

Welding causes Visual debugger to not respond?

Hellio. I've tried to send my mopp code through the welding utility which seems to work, but when I try to visualize it in the debugger, the debugger freezes for a really long time and is basically unusable. If I turn off the welding in my code, the debugger works as normal. What could be wrong? Thank you for any help with this, I'm trying to get rid of the character "bouncing" over edges. I can also see that my program is basically stalling at the time stepping for havok -

small clarification on source code comments regarding shape keys

Hi Havok Team,

Right now I have a custom hkpBvTreeShape returning shape keys that point to triangles. I would ideally like to generate and discard these tris on the fly. However, I was reading the comments below for hkpShapeContainer and am now unsure whether Havok will react well to that (the highlighted sections seem somewhat contradictory?).

I can't load my custom shaderlib for a custom postprocess

I creat a shaderlib called dis.shaderlib in Shader Editor Layout.

It's located in my project folder. I add a pixel shader on it . also it has been compiled.

in my program :  BOOL bResult = Vision::Shaders.LoadShaderLibrary("C:\\svn\\Assets\\distortion.ShaderLib", SHADERLIBFLAG_NONE) != NULL;

Asynchronous simulation, control and vehicles

Hello, I'm using hk2011_2_0_r1 Havok version in attempts to create fully deterministic engine. To ensure maximum FPS while keeping fixed delta time on physics simulation, I've got in touch with asynchronous stepping. But I have concerns regarding determinism of my logic over the world one's, and vehicle's visual representation.

How to measure accident/collide power?


I'm using a hkpContactListener callback listener for measuring my vehicle body accident power, but i didn't success to found any useful data for estimating accident power on the callback function and using hkpContactPointEvent& event parameter!

How can i estimate accident/collide power? that power is need to do some game logics such as body deformation/player scoring and ...

Here is my listener, now i'm using "getSeparatingVelocity" but that is not correct and don't give me correct value for the vehicle accident power:

[0x638A1543] Warning: Failed to shrink the shape (Volume: 0.000000)

Shape\Convex\ConvexVertices\hkpConvexVerticesShapeConstructor.cpp(139): [0x638A1543] Warning: Failed to shrink the shape (Volume: 0.000000)

I'm getting this warning in my havok simulation and it's bothering me and I feel like I need it fixed so I tried to fix it myself but no luck so hopefully you guys can help.

I have a compound shape in my simulation and this is how I set it up.

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