Havok

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  • Havok refresh on Second Life beta grid

    by 
    Tateru Nino
    Tateru Nino
    12.08.2007

    Sidewinder Linden reports that the Second Life beta grid (Aditi) has been updated with a new version of the Havok 4.6 adapter code, ready for a weekend beta test. We're also told that Linden Lab have been using this code on their company-use simulators (which probably means that it's running on a selected few main grid sims that we normally can't see or access). We wonder if Linden Lab works simulator physics as hard as the day-to-day usage that it gets from users.

  • Andrew Linden wants you to crash a simulator

    by 
    Tateru Nino
    Tateru Nino
    12.04.2007

    Well, mostly. The number of known ways you can crash a simulator using Havok physics is reducing, with the Havok 4.6 preview reopening on the beta grid just minutes ago. Since the last few known ways to crash a sim are being plugged up, Andrew is keen to find out if you can come up with something new. There's an updated installer available for the beta grid also. We'll see you there - and don't forget to bring your supersonic, colliding toroids.

  • Today's bone-crushing video: Pain

    by 
    Zack Stern
    Zack Stern
    11.10.2007

    Gamevideos shows two new clips of Pain, the extreme health insurance simulation. Well, like the rest of our murder simulators, Pain only shows the id-worthy, visceral high of crashing your sim-like characters into obstacles. Pain unrealistically omits the months and years of recovery.Anyway, the jackasses in us have been scoping this upcoming, PS3 downloadable for its visceral high and unrealistic omission of months and years of recovery. See some of the ways you'll torture your characters after the break.

  • Intel picks up Havok for $21M

    by 
    Justin McElroy
    Justin McElroy
    09.17.2007

    Even if you're not familiar with the name Havok, you probably know of the games that have used the company's technology, a list that includes BioShock, Stranglehold, Halo 2, Half Life 2, The Elder Scrolls IV: Oblivion and Crackdown. Intel announced today that they've purchased the entire company, a value of around $110 million. The last $21 million sliver was purchased from an Irish holding company called TVC.As video game bloggers, it's important for us to use our expertise to frame the news in a context that you can use and relate to your daily life. So, here's what this announcement means to you: When you have to press start to skip through a Havok logo before you can play a game, know that you've helped Intel make some more money. ... That is all.

  • Intel to acquire Havok, in-game physics company

    by 
    Conrad Quilty-Harper
    Conrad Quilty-Harper
    09.17.2007

    Intel has announced that it is to acquire Havok, a company that specializes in providing physics algorithms for a lot of big name games, amongst other digital content. The gadget link here isn't totally clear right now, but we're certain that the Ageia guys will be feeling rather antsy at the news: it ain't no coincidence that Havok CEO David O'Meara mentioned Intel's scale in the company's official press release. Intel's big, baby.[Thanks, Yubal]

  • New Havok release supports PS3

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    01.25.2007

    Havok has officially unleashed Havok 4.5, the latest version of their comprehensive animation and physics toolset for developers. The update adds full optimization for the PS3 and its Cell architecture, and is derived from Havok's cooperation with Evolution Studios in the construction of Motorstorm's physics system. Upcoming games utilizing the 4.5 variant are expected to handle Havok instructions between five and ten times faster than the previous release."Havok 4.5's ability to allow developers to massively scale game content will make it possible to develop even more compelling, realistic and complex worlds that harness the full power of new generation architectures," says Havok's David O'Meara. Though the emphasis remains on crafting "realistic" worlds, one might also consider the impact that robust physics and animation have on "unrealistic", fantasy games. When objects and clothing behave as you expect them to, it can lend even the most unusual world a sense of believability and cohesion. It's not all sliding crates and rolling barrels, you know.

  • Havok to power Fable 2 physics & animation

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    12.12.2006

    Havok announced today that Molyneux and company have licensed Havok Complete for Fable 2. 'Complete' rolls Havok Physics and Havok Animation into one integrated package.As Molyneux iterated, relying on Havok allows Lionhead developers to focus on the team's lofty aspirations, most-simply defined as dynamic regions, unconditional love, wealth accumulation, constrained combat, and an as of yet undisclosed uber-feature. As with the original Fable, at this stage it's hard to distinguish fantasy from reality (what gameplay elements will and won't make it into Fable 2's final release). But there is now at least one certainty: ragdolls.[Via 1UP]

  • Fable 2: Havok in the land of Albion

    by 
    Richard Mitchell
    Richard Mitchell
    12.12.2006

    IGN reports that Lionhead Studios has adopted the Havok physics engine for use in the upcoming Fable 2. Peter Molyneux, the man behind the Fable series, hopes that Havok will simplify and streamline the development process, allowing designers to bypass physics calculation and instead focus on creating the game world itself. Frankly, we don't really care what sort of physics the game employs as long as it makes it out before 2008. Hey, Lionhead, how about throwing us some in game footage? We need something to obsess about, and concept art just isn't cutting it anymore.

  • ATI teams with Havok for boundless gaming

    by 
    Alan Rose
    Alan Rose
    06.07.2006

    ATI made some noise today with a pair of announcements regarding their new physics processing technologies. The 3D graphics leader is introducing the CrossFire X1900 multi-GPU solution, which gives gamers a choice of asymmetrical physics configurations -- what ATI has coined "boundless gaming". The setup requires either one or two graphics cards for rendering, and a separate card for physics processing. "Boundless" refers to the open architecture that allows for different cards to be used in each role, so gamers can decide between various high and low end cards to handle each function. ATI maintains an updated list of CrossFire certified components.ATI will also be working more closely with middleware provider Havok to promote the Havok FX SDK. Games that have leveraged the Havok technology include Half-Life 2, Perfect Dark Zero, FEAR, and the Splinter Cell series.See also: ATI's new CrossFire aimed at Athlon gamers Havok vs. AGEIA: the physics/PhysX showdown

  • Havok vs AGEIA: the physics/PhysX showdown

    by 
    Jennie Lees
    Jennie Lees
    05.05.2006

    We recently covered the hot topic of physics acceleration, and FiringSquad has gone one further, pitting AGEIA and Havok against each other in an interesting debate. As competitors are wont to do, the companies directly attack each other to a certain extent, but in other ways the arguments exemplify the CPU-GPU/PPU battle.A user comment sums it up: "Developers are unlikely to make gameplay dependent on the presence of a PPU until it's widely adopted. Until then it'll probably be limited to effects (and taking the gameplay physics load off the CPU)." As PPU adoption becomes more widespread, developers may embrace it, but we need developer support to make the case for adoption -- it's a vicious circle that AGEIA will have to break.To further fan the flames around physics acceleration, a source close to the DirectX steering committee has told Joystiq that Microsoft's DirectPhysics API may not be going ahead after all. Instead, Microsoft may approach a laissez-faire attitude and snap up whichever acceleration solution emerges as the winner.[Thanks, John]