Start from scratch

I just downloaded Havok physics and animation engine. the binary one lol. i thought it has its own GUI. but binary-only shoudda explained it. anyways. I don't know anything about this havok engine. but from what i read online i need to use VB for it. first. how do i do that. i downloaded VB 2010 Express and the tutorials look nothing like it. do i need visual express c++. and please. if you know tutorials online. pdf or on a website. not videos. post the link here. and tell me how do i start with a beginner project. a total beginner from 0.

Errors: Getting Started with Havok animation


I Recently installed the havok sdk and had no problems running the demos. I was even able to replicate some of them. I am really just trying to build a bare-bones implementation without the excesses of the demo.

My problems began when trying to include havok animation. I keep getting this error

hkgWindow->initialize always throws exception


I recently installed the havok SDK and tried running the demos. I could run most of them as far as they included no visualization. 

bool initOk = window->initialize( windowFlags,
		HKG_WINDOW_BUF_COLOR | HKG_WINDOW_BUF_DEPTH32, options.m_width, options.m_height,
		options.m_windowTitle, nativePlatformHandle);

Line 133 in the Demos_win32 and


bool initOk = window->initialize(windowFlags, HKG_WINDOW_BUF_COLOR | HKG_WINDOW_BUF_DEPTH32, 1280, 720, "Havok");

Line 33 in the visualize demo

Is it valid to apply a ConvexTranslateShape to a ListShape?

I am working on a student game and I am having issues with ListShapes and ConvexTranslateShapes. 

On our team we have opted to wrap offsets of colliders with ConvexTranslateShape. And I am currently adding mesh loading and collider information is saved out after convex hull generation. When I load a multi-part collider I append all of the shapes to a ListShape and that works wonderfully without a ConvexTranslateShape.

Inverse Kinematics on Custom Setup

Hi I'm currently working on a project.

I've constructed a robot arm in code, with the structure:

rigid body -> constraint -> rigid body -> constraint -> etc ... etc ...

My question is: how can I use this in the inverse kinematics solver?

The key thing with the project is that the robot construction must be generated in code,

In the future it will produce procedural generated structures, with can be more complex, like a spider.

Thanks for reply :)


Locking Rotation Axes by Setting the Inverse Inertia Tensor


I am a Havok newbie, but I've done a small amount of work with physics systems in the past. A feature the old physics engine we used implemented was the ability to lock the rotation of a rigid body by setting the inverse inertia tensor values to 0 for the locked axes. I was curious how stable it is for me to do the same thing?

	// This will lock the X and Y axes. Is it okay to do this?

	pRigidBody->m_motion.m_inertiaAndMassInv.mul4(hkVector4(0.0f, 1.0f, 0.0f, 1.0f));

S’abonner à Havok