I have an endless world, so i shift rigidbodies silently as in your SlidingWorldDemo, call shiftAllObjects() before that too. I have a huge heightmap for the terrain, and i use generated terrain data (a simple 2d float array) for the hkpSampledHeightFieldShape. The broadphase size is +-2000.f, the heightmap size is +-8192.f. Everything works fine inside the +-2000.f area, around the origo. But if i try to castRay() outside of 2000.f area, the ray misses the heightmap, but works for everything else.
Hi, I'm trying to upgrade from 2011 to 2013 but I get a ton of errors. I tired using the migration guide but I can't seem to get past the errors. -
Hi guys, I'm getting missing header errors for hkPhysicsClasses.h saying these files can't be found in hkPhysicsClasses.h-
I didn't find these in my havok folder so are these in fact missing from the Havok downloads?
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 -
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'm attempting to create a custom hkpBvTreeShape. I've created the smallest possible testcase, dropping a box onto a ultra-minimal tree shape.
I am currently adding an entity into havok world , and encounter with some problems. Here's my code (as a sample)
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.
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: