GamePhys

The Video Game Physics Blog

Physics Engine Primer by Havok Physics

The HavokEnthusiast YouTube channel has uploaded a series of videos that describes how to get started using Havok’s free PcXs SDK which includes Animation and Physics. One of the videos titled Dynamics Basics I – Physics Primer is a game physics engine overview that goes over what a game physics engine is, the services it provides to a game and how a game physics engine works. The video goes pretty in depth on things like the collision detection algorithms. After watching this video you should have a good basic understanding of what exactly physics engines do for games. Check it out below. And check out the other videos here.

Dynamics Basics I – Physics Primer:

Source [HavokEnthusiast YouTube Channel]

Alan Wake PC: Better Graphics and a Dedicated Thread for Havok Physics Processing

PC Games Hardware has done a nice technical interview with Markus Mäki, Chief Technical Officer at Remedy about the upcoming PC version of Alan Wake. The interview covers the details about the Alan Wake engine and how a lot of the settings can be turned up for the PC version. What is interesting to us is when Markus is asked about the physics used in the game. Alan Wake will be using a dedicated Thread for Havok Physics and had some very interesting things to say about GPU Accelerated physics such as PhysX. According to Markus “GPU accelerated physics can be great for special effects, but it’s harder to make these physics objects have an impact to the game world – it’s mainly a visual benefit.” Read the rest of the interview here.

From Alan Wake PC: Better graphics compared to 360, looks great at 60 fps:

PCGH: The Physics in the games is based on the popular Havok middleware, is that correct? Does Havok use a dedicated CPU core or is physics calculation done via multithreading? What is your personal option about GPU accelerated physics effects like Nvidias PhysX in case e.g. Batman Arkham City or even accelerated gameplay physics via GPU?

Markus Mäki, Remedy: Yes, Alan Wake uses Havok Physics and Animation to great effect. Havok uses dedicated thread fort he physics processing.

I think GPU accelerated physics can be great for special effects, but it’s harder to make these physics objects have an impact to the game world – it’s mainly a visual benefit. Whereas the CPU physics are integral part of the players’ interaction in the world.


Source [PC Games Hardware]

Some cool Havok Physics Videos

I came across a few cool Havok physics videos on YouTube. YouTube user kosteckip has made a pretty cool Castle Siege type demo using PhysX and Havok physics with physics based water, cloth, and destruction. Meanwhile, the official Havok Physics YouTube channel has uploaded a series of Havok Simulation videos and one interesting video shows off a Havok Physics-Based Leopard 2 Tank with physics based “wheels, its suspension, chassis, treads and the external forces affecting the model.”

Castle Siege. 3ds Max Physics (PhysX + Havok):

Havok Physics-Based Leopard 2 Tank:

Powered by Havok Vision Engine and Havok Physics, these physics-enabled fully articulated vehicles provide the extra realism required to simulate the tank, including each wheel, its suspension, chassis, treads and the external forces affecting the model.

6 Top Gaming Engines Face Off With PhysX and Havok as top Middleware

Maximum PC has a nice article up about the top game engines being used to create today’s games. Along with the engines they also pointed out the top Middleware being used and PhysX and Havok were listed as the top physics Middleware. Check out the entire article here.

From Gamers, Start Your Engines! 6 Top Gaming Engines Face Off:

Middleware

While most of the heavy graphical lifting is relegated to full engines like the six we’ve already covered, more and more specialized processing and rendering is being offloaded to a variety of middleware utilities. Middleware is a broad term, and these mini-engines specialize in just about everything, from tree creation, to audio utilities, to physics modeling, to video compression. Here’s a sampling of some of the most used middleware solutions used in game development.

Source Maximum PC

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