Rather than start a new thread about Havok 3, I decided to bump one that talked about it...
1.7 is here, (yay?) No havok2? Nothing? Someone tells me they've been promised Havok2 since Beta. As far as I'm concerned you can DROP the whole Havok2 thing (since it's not delivering), and move on to Havok3 (which is in version 3.2 now). It'll take advantage of all those shiney dual processors out there (a big boost for some of you) and if they bother to implement the Complete version, we'll have physics related animation too.
1.7 is here, (yay?) No havok2? Nothing? Someone tells me they've been promised Havok2 since Beta. As far as I'm concerned you can DROP the whole Havok2 thing (since it's not delivering), and move on to Havok3 (which is in version 3.2 now). It'll take advantage of all those shiney dual processors out there (a big boost for some of you) and if they bother to implement the Complete version, we'll have physics related animation too.
Rather than bump a thread I haven't posted in before I'll just reiterate and copy and paste/edit...
1.8 is here, (yay?) No havok2 or better? Nothing? Someone tells me they've been promised Havok2 since Beta. As far as I'm concerned you can DROP the whole Havok2 thing (since it's not delivering and I seriously doubt you could still even get such an old license anymore), and move on to Havok3 (which is in version 3.2 now). It'll take advantage of all those shiney dual processors out there (a big boost) and if they bother to implement the Complete version, we'll have physics related animation too.
I mean seriously, I understand our servers will be running the relevant code anyway and they may not be uber machines, but still. It'd be a definate improvement. A short list of things it can do will make vehicle makers extremely happy.
Continuous Physics in collision detection
compact representation of large collision meshes (woot larger vehicles)
Dynamics and Constraint Solving (destructable prim property maybe? demolition derbies would rock)
Vehicle Dynamics (wasn't the complaint that there would be so much extra coding? Wouldn't this mean less?)
Data Serialization and Art Tool Support (I don't know what this means, but it sounds good)
Visual Debugger for in-game diagnostic feedback (debugging while the server is up is always good)
Havok has a dedicated car class with a whole shed-load of tweakable parameters. Using the same engine, we are able to simulate anything from a Formula 1 car to a monster truck.
Havok have been great and really helped with the integration of the engine into our code base. We make extensive use of Havok for the vehicles and other miscellaneous objects used to populate the game worlds. It is also used for ragdoll deaths and this also looks better now that it is done in Havok.