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Why Havok2 when Hacok3 is already out.

Dark Korvin
Player in the RL game
Join date: 13 Jun 2005
Posts: 769
02-05-2006 14:13
Why is the next step in Second Life the Havok 2 engine and not the Havok3 engine?
Eboni Khan
Misanthrope
Join date: 17 Mar 2004
Posts: 2,133
02-05-2006 14:15
Ohh young grasshopper, this question has been asked before.
Introvert Petunia
over 2 billion posts
Join date: 11 Sep 2004
Posts: 2,065
02-05-2006 14:28
I think the short, public form of LL's answer is something like "because we've already invested much effort into integrating Havok2 since the time it was the current version."

I shan't comment on the wisdom of this stance but I will mention the Concorde Fallacy and the general tenor of doubt among the forum crowd that Havok2 will ever be incorporated a release as it has been anticipated Real Soon Now for over 2 years.
Dark Korvin
Player in the RL game
Join date: 13 Jun 2005
Posts: 769
02-05-2006 15:17
From: Eboni Khan
Ohh young grasshopper, this question has been asked before.


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Bertha Horton
Fat w/ Ice Cream
Join date: 19 Sep 2005
Posts: 835
02-05-2006 16:51
What? You mean we're getting Havok 2? How can you be sure?
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Newfie Pendragon
Crusty and proud of it
Join date: 19 Dec 2003
Posts: 1,025
02-05-2006 17:40
It is scheduled to come out right after the Linux client. Oh, and the prim-to-prim communications upgrade.


- Newfie
(And no, I'm not telling you if that was sarcastic or not!)
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Adam Zaius
Deus
Join date: 9 Jan 2004
Posts: 1,483
02-05-2006 17:58
From: Newfie Pendragon
It is scheduled to come out right after the Linux client.


You mean the one currently in Alpha testing? :D
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GigasSecondServer
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
02-05-2006 18:16
From: Adam Zaius
You mean the one currently in Alpha testing? :D


I am so joyed to see that out, and I don't even use Linux... maybe someday tho.

I was thinking back to what has changed.

Remember avatar and prim ghosting?
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
02-05-2006 18:23
aka its in feature purgatory, my money is that it wont be seen till the 2.0 viewer comes out, but again who cares, they will be probally wraping up havock 4 by then
Aaron Levy
Medicated Lately?
Join date: 3 Jun 2004
Posts: 2,147
02-05-2006 18:29
I personally don't believe they've even BEGUN Havok 2 integration. Look all all the other crap they've decided was more important than it. I mean, c'mon... we now know where ALL llDialog menus come from... oh, and we don't have hover tooltips unless we want them. And the water ripples now.

Linden Lab is full of hot air and I believe they are blowing their opportunity to BE the metaverse, and instead are creating a lag-infested vaporware of a product that is not going to deliver in the long run.
FlipperPA Peregrine
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Join date: 14 Nov 2003
Posts: 3,703
02-05-2006 18:42
I can guarantee you the Havok 2 integration has begun. Andrew Linden has been working on it for some time, but its quite a bear. I'm amazed he's maintained his sanity through it.

As to the question of Havok 2 versus Havok 3, version 3 really doesn't bring any advantages to SL that don't already exist in Havok 2. As with most software, the biggest version upgrade is from v1 to v2; v2 to v3 versions typically don't have the major changes between a v1 and v2.

Regards,

-Flip
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Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
02-05-2006 18:54
From: FlipperPA Peregrine
I can guarantee you the Havok 2 integration has begun. Andrew Linden has been working on it for some time, but its quite a bear. I'm amazed he's maintained his sanity through it.

As to the question of Havok 2 versus Havok 3, version 3 really doesn't bring any advantages to SL that don't already exist in Havok 2. As with most software, the biggest version upgrade is from v1 to v2; v2 to v3 versions typically don't have the major changes between a v1 and v2.

Regards,

-Flip


I'd like to see something like PhysX + PPU cards in the sim servers after Havok 2. From what I've seen it seems pretty impressive.
Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
02-05-2006 19:33
Feel free to worship at my shrine to Havok 2 in Bodega. It will arrive one day. I'm going to build a shrine to Speed Tree, too. These things are extremely cool, and our world keeps moving up and up.

/me adores Andrew.
SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
02-05-2006 20:49
From: Torley Linden
I am so joyed to see that out, and I don't even use Linux... maybe someday tho.

I was thinking back to what has changed.

Remember avatar and prim ghosting?

Yeah, I remember avatar and prim ghosting.

And my memory ain't that long.

I've seen lots of avatar ghosts in the past month or two.

I don't stay in-world enough lately to know about them much, the extremely slow rendering times, the gray textures, and the Impeach Bush signs make flying around to see see the sights pretty much zero fun. Building for fun was destroyed by the way you have to slide the cursor to use the grid ruler.

I wonder - there have been some reports of the Welcome Area having a bunch of totally inert avatars around. This is from someone who also reports a really slow frame rate..

Maybe they are seeing ghosts of avatars and wondering why they don't do or say anything?

That has happened to me before, back at the former version of the Welcome Area, I thought it was real crowded a time or two but there were really only 5 or 6 active avatars there, the other 20 or so avatars were ghosted.
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Gabriel Spinnaker
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Join date: 21 Jun 2004
Posts: 73
02-06-2006 03:41
From: Aaron Levy
I personally don't believe they've even BEGUN Havok 2 integration. Look all all the other crap they've decided was more important than it. I mean, c'mon... we now know where ALL llDialog menus come from... oh, and we don't have hover tooltips unless we want them. And the water ripples now.

Linden Lab is full of hot air and I believe they are blowing their opportunity to BE the metaverse, and instead are creating a lag-infested vaporware of a product that is not going to deliver in the long run.
Nevermind the fact that all those features you mentioned are incredibly minor ones, and Havok 2 is a major one, requiring rewriting huge swaths of code that are probably as old as SL itself. I'm not trying to be an LL apologist, since I agree it's pretty shameful that we still don't have Havok 2 despite the fact that it's (apparently) been promised since beta (though on the other hand, I'm not especially upset about it because I doubt that it will be the panacea everyone assumes it will be), but to complain that we don't have Havok 2 while we do have [insert other minor features here] is creating a false dichotomy, and it bespeaks an ignorance of the realities of managing large software projects like SL. It's not the case that we get only one of Havok 2 or minor features, as it's simply not possible for LL to devote all their developers to implementing Havok 2. Not all of them would have the requisite level of familiarity with the code (there's probably a reason why it's mostly Andrew who has been working on it), or maybe not all of them would specialize in that area; there are any number of possible reasons why a given developer couldn't work on implementing Havok 2. This doesn't mean that we'll never see it, but it does mean that we won't see it as soon as some people would like.
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Newfie Pendragon
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Join date: 19 Dec 2003
Posts: 1,025
02-06-2006 06:54
From: Adam Zaius
You mean the one currently in Alpha testing? :D


Yep - the one in alpha testing. Just like Havok2 SL is under development. I'm still betting Duke Nukem Forever will be released first.


- Newfie
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Surreal Farber
Cat Herder
Join date: 5 Feb 2004
Posts: 2,059
02-06-2006 07:23
I was in Auto Assault beta. It uses the Havok 3 engine. It made me a sad panda. I want to see SL like that. Well minus running down pedestrians and setting them on fire. Wait... forget that last statement.
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FlipperPA Peregrine
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Join date: 14 Nov 2003
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02-06-2006 08:14
From: Surreal Farber
I was in Auto Assault beta. It uses the Havok 3 engine. It made me a sad panda. I want to see SL like that. Well minus running down pedestrians and setting them on fire. Wait... forget that last statement.


SL won't run like that any time soon, regardless of the physics engine, due to its streaming nature. Don't forget, most games stream almost nothing from server to client; its all pre-loaded on your hard drive and pre-optimized. That's also why SL is so much more CPU dependent instead of GPU dependent than games.

Its also what allows us all these great freedoms to create. :-) We all want to see Havok 2, HTML-on-prim and so forth, but pretending SL's experience is continually detiorating and devolving is simply silly.

To those who continue to incinuate that LL does nothing but rest on their laurels (not you, Surreal!), I present this thread:

/108/52/86249/1.html

Regards,

-Flip
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Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
02-06-2006 12:50
The Havok2 port was in progress (for the third time) several months ago and is currently stalled again. The problem is that the amount of work required to clean up the code and port the new physics engine is too big for the attention span of LL development process. Rather than tackle it as a monolithic project a fourth time we have to break up the cleanup work into smaller pieces that will go out with the normal updates. A small amount of this cleanup has already been deployed, however the first big chunk (a lot of work salvaged from the third port) hasn't been done yet -- I hope to get to that this month. There are probably two or three more initial cleanup stages that won't introduce any new features at all.

When we actually get around to making the port we'll most likely be working with Havok3 since Havok Inc is no longer 'supporting' Havok2. That's okay, since there is very little difference between Havok3 and Havok2, whereas there is a big difference between Havok1 and Havok2. The only thing relevant to us that was added in Havok3 is a feature called 'continuous collision detection' which allows for more correct collision details and prevents accidental interpenerations during the integration step of the physics engine. Unfortunately, it costs extra CPU cycles, and it isn't clear to us that we'll be using it (it can easily be disabled to fall back on Havok2 behavior).

Incidentally, we're thinking we might stop supporting 'joints' in Havok1 before we move to Havok3. Joints are buggy but very difficult to fix while supporting the legacy format, which is why we haven't fixed them yet. Joints are in desperate need of a complete redesign, and would be much easeir to re-implement after Havok3 rather than trying to provide legacy support during the port. Eliminating joints would remove a big chunk of the work required for the final transition from Havok1 to Havok3, making the whole project easier to break up into achievable pieces.
Moopf Murray
Moopfmerising
Join date: 7 Jan 2004
Posts: 2,448
02-06-2006 13:06
From: Andrew Linden
The Havok2 port was in progress (for the third time) several months ago and is currently stalled again. The problem is that the amount of work required to clean up the code and port the new physics engine is too big for the attention span of LL development process. Rather than tackle it as a monolithic project a fourth time we have to break up the cleanup work into smaller pieces that will go out with the normal updates. A small amount of this cleanup has already been deployed, however the first big chunk (a lot of work salvaged from the third port) hasn't been done yet -- I hope to get to that this month. There are probably two or three more initial cleanup stages that won't introduce any new features at all.

When we actually get around to making the port we'll most likely be working with Havok3 since Havok Inc is no longer 'supporting' Havok2. That's okay, since there is very little difference between Havok3 and Havok2, whereas there is a big difference between Havok1 and Havok2. The only thing relevant to us that was added in Havok3 is a feature called 'continuous collision detection' which allows for more correct collision details and prevents accidental interpenerations during the integration step of the physics engine. Unfortunately, it costs extra CPU cycles, and it isn't clear to us that we'll be using it (it can easily be disabled to fall back on Havok2 behavior).

Incidentally, we're thinking we might stop supporting 'joints' in Havok1 before we move to Havok3. Joints are buggy but very difficult to fix while supporting the legacy format, which is why we haven't fixed them yet. Joints are in desperate need of a complete redesign, and would be much easeir to re-implement after Havok3 rather than trying to provide legacy support during the port. Eliminating joints would remove a big chunk of the work required for the final transition from Havok1 to Havok3, making the whole project easier to break up into achievable pieces.


I'm not quite sure what to say about your post Andrew. Love the phrase "attention span of LL development process" - I'm not sure you mean what it implies, surely? Also, you say "Rather than tackle it as a monolithic project a fourth time". That begs the question as to why you've attempted it three times in that way if you know the cleanup that was needed and the attention span in development was sufficient to support it being done that way.

Your post is way too honest. I mean way too honest. ;)
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Zapoteth Zaius
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Join date: 14 Feb 2004
Posts: 5,634
02-06-2006 13:34
From: Andrew Linden
The Havok2 port was in progress (for the third time) several months ago and is currently stalled again. The problem is that the amount of work required to clean up the code and port the new physics engine is too big for the attention span of LL development process. Rather than tackle it as a monolithic project a fourth time we have to break up the cleanup work into smaller pieces that will go out with the normal updates. A small amount of this cleanup has already been deployed, however the first big chunk (a lot of work salvaged from the third port) hasn't been done yet -- I hope to get to that this month. There are probably two or three more initial cleanup stages that won't introduce any new features at all.

When we actually get around to making the port we'll most likely be working with Havok3 since Havok Inc is no longer 'supporting' Havok2. That's okay, since there is very little difference between Havok3 and Havok2, whereas there is a big difference between Havok1 and Havok2. The only thing relevant to us that was added in Havok3 is a feature called 'continuous collision detection' which allows for more correct collision details and prevents accidental interpenerations during the integration step of the physics engine. Unfortunately, it costs extra CPU cycles, and it isn't clear to us that we'll be using it (it can easily be disabled to fall back on Havok2 behavior).

Incidentally, we're thinking we might stop supporting 'joints' in Havok1 before we move to Havok3. Joints are buggy but very difficult to fix while supporting the legacy format, which is why we haven't fixed them yet. Joints are in desperate need of a complete redesign, and would be much easeir to re-implement after Havok3 rather than trying to provide legacy support during the port. Eliminating joints would remove a big chunk of the work required for the final transition from Havok1 to Havok3, making the whole project easier to break up into achievable pieces.


Any chance of a "Havok Update" Announcement thread?
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Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
02-06-2006 13:53
From: Moopf Murray
I'm not quite sure what to say about your post Andrew. Love the phrase "attention span of LL development process" - I'm not sure you mean what it implies, surely? Also, you say "Rather than tackle it as a monolithic project a fourth time". That begs the question as to why you've attempted it three times in that way if you know the cleanup that was needed and the attention span in development was sufficient to support it being done that way.

Your post is way too honest. I mean way too honest. ;)


I counted three attempts when there were really two major attempts, and then a scheduled third attempt that never really came to pass. I've got two big partially ported sandboxes of the codebase. The theory in the second major attempt was that most of the work from the first could be salvaged. Some important parts of it of it was usable, but also a great deal of stuff had changed and several features added that required a large portion of it to be re-written (the 'volume_detect' feature contributed to this). The third (quickly aborted) attempt was where I realized that the project was too big to do at once, but this realization was affected by some changes in our development process that were happening at the same time (have you noticed a difference in the feature update frequency over the last few months? ;-)
Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
02-06-2006 13:55
From: Andrew Linden
The Havok2 port was in progress (for the third time) several months ago and is currently stalled again. The problem is that the amount of work required to clean up the code and port the new physics engine is too big for the attention span of LL development process. Rather than tackle it as a monolithic project a fourth time we have to break up the cleanup work into smaller pieces that will go out with the normal updates. A small amount of this cleanup has already been deployed, however the first big chunk (a lot of work salvaged from the third port) hasn't been done yet -- I hope to get to that this month. There are probably two or three more initial cleanup stages that won't introduce any new features at all.

When we actually get around to making the port we'll most likely be working with Havok3 since Havok Inc is no longer 'supporting' Havok2. That's okay, since there is very little difference between Havok3 and Havok2, whereas there is a big difference between Havok1 and Havok2. The only thing relevant to us that was added in Havok3 is a feature called 'continuous collision detection' which allows for more correct collision details and prevents accidental interpenerations during the integration step of the physics engine. Unfortunately, it costs extra CPU cycles, and it isn't clear to us that we'll be using it (it can easily be disabled to fall back on Havok2 behavior).

Incidentally, we're thinking we might stop supporting 'joints' in Havok1 before we move to Havok3. Joints are buggy but very difficult to fix while supporting the legacy format, which is why we haven't fixed them yet. Joints are in desperate need of a complete redesign, and would be much easeir to re-implement after Havok3 rather than trying to provide legacy support during the port. Eliminating joints would remove a big chunk of the work required for the final transition from Havok1 to Havok3, making the whole project easier to break up into achievable pieces.


Thank you for the openness. The lack of communication about this has been frustrating.
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Aliasi Stonebender
Return of Catbread
Join date: 30 Jan 2005
Posts: 1,858
02-06-2006 14:50
If it takes breaking joints, I, for one, am all for it. I can think of maybe two things I personally have that use joints; the "Gates of Second Life" deal, and this nice set of windchimes. And if joints will work properly after an update... well, those things can be updated.
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Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
02-06-2006 22:00
I agree - I have weathervanes that use joints but I just make them for fun. Can't make an omelet without breaking eggs. I'm happy to hear some Havok news.
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