Havok sdk 2012

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Simulating a completely dynamic environment (e.g. The landscape does not change dynamically.This could be used to dent the graphical representation of the car panel or even replace the physical shape of the panel to a pre-dented one if required.

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the position and the force of the impact) and fed back into the game engine. Information about the impact can be queried (e.g. However game objects still needed to show some damage, Havok use signaling events corresponding to the collision between the car and the wall. In a rigid body simulation, the car panel will remain completely intact. In a real life, a car panel colliding with a wall will blend depending on the strength of the impact. For performace reasons, a number of assumptions are usually made about the environment. Rigid body dynamics is the most common form of physical simulation. We now concern a different problem - game physics fast, believable simulation executed in a very limited number of CPU cycles.They are concerned with high levels of accuracy and as a result, calculation need to be performed with a very high level of detail.Many of these simulation are very expensive in terms of the CPU rescources requied.Scientist and programmer use computer to simulate complex situations such as rocket trajectories(ballistic motion), liquid flows(fluid dynamics) and so on.

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