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.
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/ ;)
right now it only works for pre-rendering stuff (afaik), but it works on the principles that you're describing.
Yes. (I'm the AC). Naturalmotion does a good job at what it does, but right now, as you mention, it's only to record animation, mostly falls and collision between people or objects.
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!