Havok Team Interviewed
Chris writes "There's an interview up with the Havok Team on FileFront, talking to Chief Technology Officer Steve Collins about his company's physics engine. Questions are about development of the engine, getting developer support and the demands they have, and research. The Havok physics engine is responsible for allowing players to lob toliet bowls at unsuspecting Combine in Valve's Half-Life 2 and powers several other popular titles." From the article: "the realistic portrayal of characters is what we hope will define the next generation of games. You're going to see a lot more soft-body dynamics, hair dynamics, clothing simulation and all that cool stuff."
I'm glad they asked the questions foremost on everyones minds:
"Q: Could the engine be perfected, theoretically, to correctly display how the fat bounces around on a really fat woman during sex?"
Q: At what point were you most happy with the successes of the engine?
A: The release of the first games with Havok was a huge boost for everyone involved, but I guess that this holiday season has seen the release of many titles that we've been eagerly waiting for, like Halo-2, Halflife-2 and Medal of Honor Each year we see developers getting more and more value out of Havok physics, pushing it harder, and incorporating it more and more into their game design, so it's hard to point at any one success.
I thought Halo 2 used a proprietary physics engine.
What would it take to create an engine that allow the destruction of the entire environment. Sure it's nice to toss toilets at a wall, but I'd like to see the wall collapse after 20 hits.
More cushin for the pushin!
I would love to incorporate some basic physics in my small non-commercial demos. For example just basic gravity and limited objection interaction.
You would get that by going to http://www.ode.org/ ;)
The next big this I'd like to see in games is No Pre-recorded animation of game characters. Of course, cutscenes are ok, but everything else should be simulated in real time. Every character is a ragdoll, only alive and using artificial intelligence to stand up, walk around, etc. Kind of like real life robot programming. Instead of a recorded animation where a character walks up a set of stairs, it has to actually move it's legs onto each step, without losing it's balance.
or http://www.tokamakphysics.com/
Interesting article. The guy doesn't mention the reason why they backed out on the Mac port of Havok, resulting in the cancellation of Uru for Mac.
Information wants to be anthropomorphized!