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Please incorporate Havok 4

Blueman Steele
Registered User
Join date: 28 Dec 2004
Posts: 1,038
03-20-2006 19:23
http://www.havok.com/content/view/286/53/
Kairen Overdrive
Registered User
Join date: 12 Jul 2005
Posts: 38
03-21-2006 08:29
Yes, that would be good but they might need to change their license and have to possibly recode the already coded in havok 2 in experimentation stages.

It would depend on how willing they are to spend a few more months on recoding havok engine into SL again by how far they are already with havok 2.
Picabo Hedges
Second Life Resident
Join date: 12 Nov 2004
Posts: 262
03-21-2006 08:38
Considering that Phillip Linden said (in the recent Town Halll meeting) that Havoc 2 was no longer a priority, I wouldn't hold your breath for Havoc 3 much less Havoc 4.
Kaiser Bogomil
Registered User
Join date: 15 Mar 2006
Posts: 20
03-21-2006 13:05
If Havoc 4 fixes bugs or "behavior problems" then I say UPGRADE!

But if it is a bunch of new features I'd say wait. Why?

I tried last night to build a pendulum. Sigh. What a joke. Take two tall blocks & separate them by a couple of meters -- enough room for a pendulum to swing through. Then create a long square beam & rotate 45 degrees -- to make a "knife" edge that will rest on the two blocks. Then link to the beam a mass -- I used long pole & a sphere. Link the two poles & sphere to construct the pendulum and then suspend it on top of the two blocks. Make the pendulum physical (You can make the blocks physical too but that is an even funier joke).

You can bump the pendulum to make it swing & it actully does but only a couple of times and then stops. Quantum dampening? The knife edge also doesn't make contact with the blocks, it actually sits up about 3-4 cm off of the blocks. (Implying No cool machines.) Ok, and then there is the smoothness of the swing. -- What smoothness -- Its pretty jerky and as it swings it drifts (the wind?). My pendulum was pretty massive -- the wind shouldn't have done a thing. And the reason for a knife edge was to have a very high normal force to maximize my static friction. I want my knife edge to be a pivot point & not slide.

OTOH, you could use the quantum dampening to build a flip-flop, a digital counter & an interesting clock. But, when Havoc fixes their physics, you're clock would break. So why waste your time!
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
03-21-2006 13:27
LOL

Havok is the biggest inside joke in SL history.
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paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
Havok 4?!?!
03-21-2006 13:43
NOOOOO!!!!!!

Linden Lab: "Sorry. Havok 2 and 3 aren't supported anymore. We have to start our implementation all over with version 4."


/goes off to kick some Havok 1 physics enabled boxes........../
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Ketra Saarinen
Whitelock 'Yena-gal
Join date: 1 Feb 2006
Posts: 676
03-21-2006 15:26
To dream the impossible dream:

What if Havok was shelved so that they could concentrate on converting to the Unreal3 engine? :)

Mmm... Donuts...
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
03-21-2006 15:58
Can anyone say Duke Nukem? :D
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
03-21-2006 16:06
From: paulie Femto


Linden Lab: "Sorry. Havok 2 and 3 aren't supported anymore. We have to start our implementation all over with version 4."




This is just too funny. :D

We need somebody to hop in a time machine and get us the specs for Havok 6.

If they start coding today, we might have a chance. :p
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Feynt Mistral
Registered User
Join date: 24 Sep 2005
Posts: 551
03-21-2006 16:48
What we really need is to stop complaining about it, figure out how Havok 4 works ourselves, and then go knock on LL's doors with a contract saying we'll implement it but it'll cost them. >D
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Phoenix Psaltery
Ninja Wizard
Join date: 25 Feb 2005
Posts: 2,599
03-21-2006 16:53
From: Shack Dougall
We need somebody to hop in a time machine and get us the specs for Havok 6.


Seems like time travel is Torley's bailiwick, IIRC... :D

P2
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Fenrir Reitveld
Crazy? Don't mind if I do
Join date: 20 Apr 2005
Posts: 459
03-21-2006 17:11
Physics is relatively easy.

Want some blocks falling down under Havoc 4? You could get that up and running in less than 30 minutes. In fact, what I gather is that one or more Lindens have done just that with SL... Incorporated things like newer Havoc into a simplified SL codebase.

Physics with networking?

Er, that's a bit more difficult. Several magnitudes, really.

Physics with networking PLUS backwards compatibility with existing content in SL?

Yeaaaaaaaah. Tell me when Havoc 4 is in there. You might have to knock loudly though, I won't hear over the Team Fortress Classic 2 playing on my Phantom game console.

Edit: Dang it, someone beat me to a DNF reference.
Feynt Mistral
Registered User
Join date: 24 Sep 2005
Posts: 551
03-21-2006 17:30
Mmm, Phantom. It's so aptly named too since no one's seen more than pictures, no one's found a place of business, and no one's been able to talk to any actual employees for the project. >D
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paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
I got it!
03-21-2006 18:03
All we have to do is implement Havok 4 ourselves, as a succesful, resident-run business! Then, Linden Lab will take ownership of it! For the good of EVERYBODY!! Woohoo!

Sorry, that was mean. Teh Evil Clowns made me post that. BAD clowns!
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Feynt Mistral
Registered User
Join date: 24 Sep 2005
Posts: 551
03-21-2006 18:12
Actually I've suggested that much in other threads for this and another suggestion. The alternative is to work for LL and get it done that way. I can't say that's too bad a prospect for me, given my current unemployed status, but it's the moving across a continent and into a country with no public health care that really keeps me from considering it.
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Support CSG! Tell LL how much it would mean to subtract one prim from another!
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Fenrir Reitveld
Crazy? Don't mind if I do
Join date: 20 Apr 2005
Posts: 459
03-21-2006 19:11
From: Feynt Mistral
Mmm, Phantom. It's so aptly named too since no one's seen more than pictures, no one's found a place of business, and no one's been able to talk to any actual employees for the project. >D

Heck, I fell for Indrema. I was on their mailing list.. I was still waiting for their Linux-based devkit when I found out the primary guy had been hired by some company and was ditching the concept.

Ahh, anyone want to buy stake in my new multiplayer virtual sim called Vapor Life? :)
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
03-23-2006 13:56
From: Strife Onizuka
LOL

Havok is the biggest inside joke in SL history.

From: Shack Dougall
This is just too funny. :D


Indeed. The running joke just got longer.
What if we just skip asking for Havok 3 and 4 and start petitioning for Havok 5? By the time they agree, Havok 5 will be out!
Thor Columbia
Registered User
Join date: 22 Oct 2005
Posts: 2
Havok 4 Upgrade by Christmas 2006!
03-25-2006 01:09
We can all agree a physics engine that is as powerful as Havok 4, would be a great benefit to both anyone in the Second Life World and Linden Labs itself. However, I think we could see upgrades like this sooner then we think. The population is currently rocketing toward 200,000 people, and if it continues on that trend, Second Life will reach 400,000 people by the end of 2006. With that many new people coming into the Second Life World, Linden Labs will be receiving a huge increase in revenues and profits.

From 100,000 people in December 2005 to 400,000 people by December 2006 they will have roughly quadrupled their revenues in a single year! Hopefully this will allow them to drastically increase the size of the Linden Lab Programming Staff, from it's current size of 30 to 40.

With a larger Staff of 60 to 100 or more programmers, it would allow them to take on huge projects such as incorporating Havok 4, into a world as diverse and complex as Second Life. With enough programming muscle and pressure from the growing population, I’m hoping that we can all enjoy this ultra realistic physics engine by Christmas 2006. It sure would be a cool Christmas present.

Linden Labs, I know you guys can take on a challenge like this, we are all rooting for you. By mid 2007 you will have a Million plus Second Life residents supporting your effort to make this upgrade a reality!

On our side of things we just need to get more of our friends and people we know to check out Second Life. If more people use the Second Life World it will improve much quicker over the next year or so.

I can’t wait for the Havok 4 physics engine. I’m hoping it’s just around the next corner this Christmas morning 2006.
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
03-25-2006 13:12
Aren't Havoc implementations mostly the same? At least, they should be in terms of coding, so Havoc 3 should be interchangeable with 4 in order to receive performance/accuracy bonuses without changing exisiting features.

If that is not the case then IMO whoever is coding Havoc (the engine itself) is a twit and we shouldn't use their silly stuff.

Down with physics!
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
03-25-2006 13:17
From: Haravikk Mistral
Aren't Havoc implementations mostly the same? At least, they should be in terms of coding, so Havoc 3 should be interchangeable with 4 in order to receive performance/accuracy bonuses without changing exisiting features.


Havok 2 was a big departure from Havok 1 apparently, but Havok 3 has a similar interface to Havok 2. Don't know about Havok 4. This is all based on what Linden Lab has said.
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Hierarchical Prim Archive (HPA)
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paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
here's the rub
03-25-2006 15:34
According to Andrew Linden, the Havok implementation has been STARTED OVER - time and again -, because the underlying code of SL keeps changing.

Wheee.
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
03-27-2006 15:59
From: paulie Femto
According to Andrew Linden, the Havok implementation has been STARTED OVER - time and again -, because the underlying code of SL keeps changing.

Wheee.


If so, is it possible to get the SL population to sit on their hands about minor bugs and features in order to get Havok 3/4/5?
As it is, we are using the tools as they are, we just want better ones. Is it possible for us to wait to get the Most Asked For Feature Ever?
Jonas Pierterson
Dark Harlequin
Join date: 27 Dec 2005
Posts: 3,660
03-27-2006 18:07
From: someone
As it is, we are using the tools as they are, we just want better ones. Is it possible for us to wait to get the Most Asked For Feature Ever?


You mean a balance between flyers and landowners who want privacy?

Or prims you can't run a camera through?

Or better land tools?

I don't really care about havok..to me its not even on the top ten things sl needs right now. I'm sure alot of the residents are really fine with the current physics, and want the bugs fixed.

I would actually say 'get the bugs fixed' is the most asked for feature ever.
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
03-28-2006 00:44
Well, true. Hypothetical pondering. I was never seriously considering it.
0mega Pixel
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Join date: 28 Jan 2006
Posts: 47
Unreal engine 3 FTW
03-28-2006 09:47
I agree with the poster about just using the Unreal engine, the only thing that could be stopping them that it costs a few million for a license, but just imagine the possibilites and new effect oh my god that would rock!


Every aspect of the Unreal Engine has been designed with ease of content creation and programming in mind, with the goal of putting as much power as possible in the hands of artists to develop assets in a visual environment with minimal programmer assistance; and to give programmers a highly modular and extensible framework for building, testing, and shipping games in a wide range of genres.

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64-bit color High Dynamic Range rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post processing effects such as light blooms, lenticular halos, and depth-of-field.
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Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for four shadowing techniques:
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Powerful material system, enabling artists to create arbitrarily complex realtime shaders on-the-fly in a visual interface that is comparable in power to the non-realtime functionality provided by Maya.
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Volumetric environmental effects including height fog.
Extensible particle system with visual editor, supporting particle physics and environmental effects.

Physics

Rigid body physics system supporting player interaction with physical game object, ragdoll character animation, complex vehicles, and dismemberable objects.
All renderable materials have physical properties such as friction.
Physics-driven sound.
Fully integrated support for physics-based vehicles, including player control, AI, and networking.
UnrealPhAT, the Visual physics modeling tool built into UnrealEd that supports creation of optimized collision primitives for models and skeletal animated meshes; constraint editing; and interactive physics simulation and tweaking in-editor.

Animation

Skeletal animation system supporting up to 4 bone influences per vertex and very complex skeletons.
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Ability to preview ‘overlay’ meshes based on the same skeleton (e.g. armor).


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Data-driven controllers, encapsulating motion capture or hand animation data.
Physics controllers, tying into the rigid body dynamics engine for ragdoll player and NPC animation and physical response to impulses.
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Inverse Kinematics solver for calculating limb pose based on a goal location (e.g. for foot placement).
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New node and controller types can be easily added for game specific control.
Export tools for 3D Studio Max, Maya and XSI for bringing weighted meshes, skeletons, and animation sequences into the engine.
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An object-oriented gameplay framework is provided supporting common game objects such as players, NPC's, inventory, weapons, and triggers.
Rich multi-level AI system supporting path-finding, complex level navigation, individual decision making, and team-based AI.
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Navigation framework with support for short-term tactical combat, cover, and navigation off the path network.
Team-based AI framework suitable for first-person shooters, third-person shooters, and tactical combat games. The team-based AI framework provides support for team coordination, objective management, and long-term goals.
AI paths are viewable and editable by level designers in UnrealEd, allowing customization and hinting.
“UnrealKismet”, our visual scripting system:
Gives artists and level designers virtually limitless control over how a level will play without touching a single line of code.
By connecting together simple events and actions created by programmers, everything from simple behaviours to complete gameplay prototypes can be assembled quickly.
UnrealKismet supports hierarchies of scripts for organizing very complex sequences into manageable units.

“UnrealMatinee”, for keyframing properties over time and creating in-game cinematics:
Track based system, with support for controlling movement, modifying properties, playing animation and sound, making camera-cuts, changing FOV, fading etc.
Preview and scrubbing of sequence completely in-editor for instant feedback.
Curve editor, for getting fine control of movements or properties over time.
Ability to connect multiple actors to an UnrealMatinee group (e.g. for dimming 10 lights at once).
UnrealMatinee data can be shared across multiple instances (e.g. using the same animation for every door in a level).
Any property can trivially be exposed for UnrealMatinee to control. New track types can also be easily added.
UnrealMatinee and UnrealKismet are tightly integrated. Arbitrary gameplay events can be triggered at specific points in a sequence, and level designers have complete control over playing, stopping and reversing sequence playback.


Sound

Support for all major output formats of each platform, including 5.1 surround sound and certification-quality Dolby Digital.
3D sound positioning, spatialization, Doppler shift.
Visual Sound Tool in UnrealEd gives sound designers complete control over sounds, sound levels, sequencing, looping, filtering, modulation, pitch shift, and randomization. Sounds parameters are separated from code to an extent that sound designers can control all sounds associated with gameplay, cinematics and animation sequences.

Networking

Internet and LAN play has been a hallmark of Epic's past competitive games such as Unreal Tournament 2004. The Unreal Engine has long provided a flexible and high-level network architecture suitable to many genres of games.
Internet and LAN play is fully supported on PC and all console platforms.
Unreal Engine gameplay network programming is high-level and data-driven, allowing UnrealScript game code to specify variables and functions to be replicated between client and server to maintain a consistent approximation of game state. The low-level game networking transport is UDP-based and combines reliable and unreliable transmission schemes to optimize gameplay, even in low-bandwidth and high-latency scenarios.
Client-server model supporting up to 64 players as provided. Also supports non-dedicated server (peer-to-peer mode) with up to 16 players.
Supports network play between different platforms (i.e. dedicated PC serving console clients; Windows, MacOS and Linux clients playing together.)
All gameplay features are supported in network play, enabling vehicle-based multiplayer games, competitive team games with NPC's or bots, cooperative play in a single player focused game, and so on. Support for auto-downloading and caching content, including cross-platform compatible UnrealScript code. This feature enables everything from user-create maps, to bonus packs, to complete game mods to be downloaded on the fly. In-game server browser GUI for finding and querying servers, keeping track of favorites, in-game chat, etc.
A “master server” component is provided for tracking worldwide servers, providing filtered server lists to players, etc. Worldwide game stats tracking system.
Please note that we don't provide a server or networking framework suitable for massive multiplayer games. Though such a task is a multi man-year engineering effort, several teams using the Unreal Engine have done so (including Sigil Games Online for Vanguard and NCSoft for Lineage II), demonstrating the feasibility of using the Unreal Engine as a MMORPG game client and tools pipeline, integrated with a proprietary server component.

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The Unreal Editor (UnrealEd) is a pure “What You See Is What You Get” content creation tool filling the void between 3D Studio Max and Maya, and shippable game content.
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A powerful browser framework for finding, viewing, and organizing game assets of all types.
Animation tool enables artists to import models, skeletons, and animations, and to tie them to in-game events such as sounds and script notifications.
In-editor “Play Here” button puts gameplay just one mouse click and a fraction of a second away. Here, you can test gameplay in-editor in one window while modifying objects and rearranging geometry in another.
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We provide plug-ins for 3D Studio Max and Maya to bring models into the Unreal engine with mesh topology, mapping coordinates, smoothing groups, material names, skeleton structure, and skeletal animation data.
Fully integrated source control, so that artists and level designers can check out content packages, modify, and check in from within the editor.
All the other niceties you'd expect from a modern content editing tool: Multi-level undo/redo, drag-and-drop, copy-and-paste, customizable key and color configuration, viewport management.


Distributed Computing Normal Map Generation Tool

Most of our characters are built from two meshes: a realtime mesh with thousands of triangles, and a detail mesh with millions of triangles. We provide a distributed-computing application which raytraces the detail mesh and, from its high-polygon geometry, generates a normal map that is applied to the realtime mesh when rendering. The result is in-game objects with all of the lighting detail of the high poly mesh, but that are still easily rendered in real time.

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Unreal Engine 3 includes example content and 100% of the source code for the engine, editor, Max/Maya exporters, and the game-specific code for our internally-developed games.
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Modular material component interface for extending visual tool and adding new shader components usable by artists in the visual shader GUI.
Source control friendly software architecture, scalable to large teams and multi-platform projects.
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Characters

For every major character and static mesh asset, we build two versions of the geometry: a renderable mesh with unique UV coordinates, and a detail mesh containing only geometry. We run the two meshes through the Unreal Engine 3 preprocessing tool and generate a high-res normal map for the renderable mesh, based on analyzing all of the geometry in the detail mesh.

Renderable Mesh: We build renderable meshes with 3,000-12,000 triangles, based on the expectation of 5-20 visible characters in a game scene.
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Bones: The highest LOD version of our characters typically have 100-200 bones, and include articulated faces, hands, and fingers.
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We are authoring most character and world normal maps and texture maps at 2048x2048 resolution. We feel this is a good target for games running on mid-range PC's in the 2006 timeframe. Next-generation consoles may require reducing texture resolution by 2X, and low-end PC's up to 4X, depending on texture count and scene complexity.
Environments

Typical environments contain 1000-5000 total renderable objects, including static meshes and skeletal meshes. For reasonable performance on current 3D cards, we aim to keep the number of visible objects in any given scene to 300-1000 visible objects. Our larger scenes typically peak at 500,000 to 1,500,000 rendered triangles.
Lights

There are no hardcoded limits on light counts, but for performance we try to limit the number of large-radius lights affecting large scenes to 2-5, as each light/object interaction pair is costly due to the engine's high-precision per-pixel lighting and shadowing pipeline. Low-radius lights used for highlights and detail lighting on specific objects are significantly less costly than lights affecting the full scene.



JUST IMAGINE!
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