Havok Physics Sdk Download

  • And they are all inside havok's headers and stuff. Did I download the wrong version or something? I clicked on the Havok Physics and Havok Animation SDKs for Programmers (2010.1.0, VS2008) download link on their website, is that the right one? Am I not including everything I need to? This is the include code: #include.
  • Havok Physics Sdk Download Average ratng: 6,3/10 3929 votes. The download portal is only open to registered Havok SDK developers. Access is via a personal username and password. Login profiles to the download portal are available to licensed developers only. If you have lost your login details, need a new account or have problems logging in.

Havok Physics Sdk Download Trophy Bass 2 Download Full Version Business In A Box Pro Crack Download Dutch Bros Employee Handbook Trophy Bass 4 Download; Sierra Trophy Bass 2 Download; DescriptionThis is the sequel to Sierra's game. It features fishing from an overhead view, simulating reeling and reel dragging for different classes of fish. Dec 14, 2018 Havok is a company that licenses the physics middleware used in Source games. The original engine licensed by Valve, Ipion Virtual Physics (IVP), was acquired by Havok in 2000 with the original hefty license fees intact. It is now a legacy product superseded by Havok's in-house middleware suite.

EDIT 26/05/14: This information in this tutorial is now out-of-date. Here is the new tutorial for getting started with Havok. I will leave this tutorial here in case it is still useful to someone.

Havok is a widely used middleware in game development, providing technology for animation, behaviour, and physics to name a few. For these tutorials, the physics engine is what we will be using and learning, which I will just call ‘Havok’ from now on for brevity. To visualise what we are doing I will be using the 3D Graphics toolkit Open Scene Graph (OSG). I could use the Visual Debugger to do this (I will come to what that is later), but I personally wish to understand how to make Havok communicate with a graphics engine, and I’ve used OSG before. If you are using a different graphics engine and/or want to view what Havok is doing, you can just use the Visual Debugger.

Hopefully, this and the upcoming tutorials will be helpful to those wish to do the same as me and/or those who just want to learn Havok. I am no expert in how to use Havok – or how it works – but I will try to answer any questions to the best of my ability if you have any. For more in depth questions you may be better consulting the extensive Havok documentation and demos or asking at the Intel Havok forum where Havok engineers roam.

In this tutorial, I intend to give you a brief tour of what you get with the download; show you how to set up Havok in a new project, and make a box drop onto a ground surface. This (and future) tutorials have a few prerequisites: some basic C++ skills and the Microsoft Visual C++ IDE. It would also be helpful to have some general understanding on how physics engines work.

Downloading and Exploring

Download Havok from their website, fill in the form, and accept the terms. You’ll be presented with a list of links. You want the latest version of Havok Physics and Animation SDKs for Programmers which will be at the top of the list underneath the Content Tools links. The VS20## in the brackets refers to what version of Visual Studio it supports so pick the appropriate one for you.

Once downloaded, unpack the SDK wherever and have a look at the folders within.

  • /Docs contains the quickstart and user guides which you should familiarise yourself with if you want to know more about Havok or refer to if you have questions.
  • /Demo contains a ton of demos that demonstrate features, capabilities, and use cases of Havok. All of the demos’ source code is available for you to view and take from. Furthermore, if you navigate into the Demos folder in /Demo and click on the [whatever]_release_multithreaded.exe you’ll be presented with an interface that’ll allow you to view all the demos. Use the arrow keys to navigate through and Enter to view and play one. Hitting Enter again within a demo pauses and gives you various options for that demo. Hitting Esc closes the whole interface. More demo controls can be found in the quickstart guide.
  • /Tools contains the extremely helpful Visual Debugger (VDB) that allows you to view the physical simulation results of your code, and allows you to do this over a network if you so desire.

To see the VDB in action, open it up and you’ll be presented with an empty grid world (like you see on computer graphics software) and [Connecting…] or [Idle] in the title bar. Go to Network -> Connect and you’ll be able to connect to whatever machine the simulation is on. If you’re doing it on the same machine, leave it at as ‘localhost’ and click on Auto Reconnect if you wish – if you don’t, you’ll have to connect each time you want to view the simulation. After this, navigate to StandAloneDemos/ConsoleExampleMt in the /Demo folder, and start up the executable within there. Looking in VDB, you should now see a ball bulleting through some puny walls (or the aftermath of that). By the way, the demo lasts for a minute then closes, if you’re confused on why it suddenly disappears.

The SimpleMultithreadedConsoleMain.cpp is where the majority of the code for this tutorial came from. It is well commented, so it is a good place to start learning. I also used found the code in the PhysicsVdb folder in StandAloneDemos/StepByStep to be usefulif you want to look in there.

Starting from Scratch

Now, let’s start on getting our project linked to Havok. Get your version of Visual Studio up and running, and create an empty console project. Right-click the project’s name and select Properties. You should get something like this:

Now for linking to the common and physics libraries.

  • Firstly, go to C/C++ -> General -> Additional Include Directories. Add Havok’s headers by entering the file dialog and adding the /Source folder within your version of Havok’s folder.
  • Next, go to Linker -> General -> Additional Library Directories to add the library path. You’ll want to navigate into /Lib/win32_vs2010 and select debug_multithreaded.dll. If you’re curious what the others are, take a look in the quickstart guide.
  • Lastly, go to Linker -> Input -> Additional Dependences and add the following:

hkBase.lib hkCompat.lib

hkGeometryUtilities.lib hkInternal.lib

hkSceneData.lib hkSerialize.lib

hkVisualize.lib hkpConstraintSolver.lib

hkpCollide.lib hkpDynamics.lib

hkpInternal.lib hkpUtilities.lib

hkpVehicle.lib hkcdCollide.lib

hkcdInternal.lib

If there are any problems, try looking in the quickstart guide or at the properties in the ConsoleExampleMt demo.

Getting the Bare Bones

Since we will only really want to play with Havok’s capabilities, keeping the core functionality to get Havok working done with and out of the way will be ideal. For lack of a better name, I created the class HavokCore to do this. Take a look at its header file below.

Undoubtedly, this would not exactly be a good idea for a real application but for playing about with Havok it will suffice. Let’s see what we have.

The first few variables are to do with the VDB being enabled and initialising it, and stepping through the simulation in a multithread environment. For the latter, looking at the comments in the code for explanations of those and/or the Multithreading chapter in the User Guide would be your best bet for understanding how Havok does multithreading.

HavokCore() and ~HavokCore() call the init and deinit methods respectively with the VDB capable of being enabled through HavokCore(). The public method stepSimulation() steps through the physics simulation by delta time and steps the VDB if it is enabled. Accessing the world is possible through getWorld(), which we will need to use to add rigid bodies (or entities) to the world. A rigid body, if you don’t know, is basically something that doesn’t change size or deform so like a rock or a car.

The .cpp file is a bit long to show here and I missed out the Havok headers you need in the header file so instead I’ll post the files below. There’s a fair amount of comments that I’ve left from the demos so hopefully they will help you to understand how everything fits together.

HavokCore.h and HacokCore.cpp files.

With getting Havok to initialise and such sorted, let’s start on getting an application/game loop we can use to step the simulation. Do this in your presumably already created main.cpp, keeping in mind to add the header for HavokCore or the better name you chose for it.

I snagged this from the PhysicsVdb demo. What it is basically doing is firstly creating a stopwatch that will calculate real time for us, getting the initial amount of seconds. We then set our simulation to run at a fixed time step of 60 frames per second, meaning that Havok calculates collisions and such 60 times per second. A higher frame rate will generally cause more realistic physics at the cost of greater memory and CPU usage. Put if lower if you need to.

We then have the simulation run for 10 seconds, making the simulation and VDB step forward by the fixed time step and making sure the full time step is passed by pausing until it does. When the simulation is done we do clean up by deleting the HavokCore object. If you run this, you should get a console window similar to this to appear that will disappear after 10 seconds.

Something Interesting

That is massively boring so let’s get something appearing in the VDB. We want a box to fall on a ground surface so add these function and header declarations at the top of main.cpp:

Using these hopefully self-explanatory functions, we will spawn a box slightly above the ground box and have it fall onto it. The first function is this:

In this function, we initialise a new hkpRigidBodyCinfo that we will use to give hkpRigidBody its structural information. As it will be box-shaped, we use hkpBoxShape and set its size. This is what we will use to calculate the object’s collision geometry. We then set its position and motion type. A rigid body’s motion type defines its initial motion, whether it is moving when it is created or fixed, like the ground. We then compute its mass properties and create the actual rigid body. With the rigid body created and added to the world, we can remove references to it and its shape since something else now owns them. The next function is basically the same.

Once you implement that, you’ll need to call these functions in main() like so:

Locking is important when you add entities to the world or change it in some way. Since we are doing this multithreaded, we need to be careful two threads aren’t trying to change the world at the same time which lock prevents. However, it is rather expensive to do so it’s best to do as many operations as you can when you have called lock. If you’re confused (like me), the User Guide might be of help. Anyway, when you run this and look in the VDB – making sure to connect – you should see something like this:

Here’s the final file: main.cpp.

Wrap up

This tutorial has covered the super basics of Havok, and hopefully has given you a basic understanding on what Havok does and how to use it. Play about with the code, change values, and see what happens when you do so. Looking through the extensively commented demos will help you immensely.

Although sparse, there are some resources for learning Havok I found that may be of help:

Piotr Pluta’s Havok Tutorial. You’ll notice the similarities between his and mine; he was my inspiration for these tutorials so, hopefully, try to think of mine as an updated version of his.

HavokEnthusiast’s videos on Youtube.

Havok Overview.

If you have any feedback on this tutorial or know of more resources, don’t hesitate to comment.

Hi all,
I am starting a new tutorial series on Havok which is an industry standard physics engine. A couple of its components namely the Havok Physics Engine and the Havok Animation SDKs were recently released free (binary only) with sponsorship of Intel under the following terms and conditions.
Havok's Intel® sponsored free binary-only PC download can be used during development to evaluate, prototype, and commercially release any PC game. There are some basic licensing rules to follow:
  • PC titles sold for a retail value of less than $10.00 USD do not require a Havok distribution license to be executed.
  • PC titles sold for a retail value of more than $10.00 USD or more do require a Havok license to be executed but at no additional cost.

Details here: http://software.intel.com/sites/havok/en/
As always, here is the disclaimer, I am not a Havok employee nor do I represent Havok. I am a hobbyist programmer who is trying to fill the online void in the OpenGL world. I have noticed this in the Havok physics engine case as well. So I am trying to make it easier for other OpenGL programmers to get up and running with Havok Physics SDK. All information contained in these tutorials is based on concepts gained from, the two tutorials cited below, the excellent Havok physics user guide and sample demos. These tutorials are written with clarity in mind showing clearly what is required to get started with Havok Physics SDK in VisualStudio 2012 on Windows 7. Note that there might be better and more optimized paths for these tutorials and I hope users will spot those in the comments below the tutorials.
When I started out with Havok Physics SDK, I was really surprised with the detailed documentation given with the Havok Physics SDK. This includes a lot of sample demos which show a lot of varied real-time physics concepts. Unfortunately though, the Havok Physics SDK uses its own DirectX based framework. There are no OpenGL demos in there. Ofcourse hiding the details behind a framework is good but it makes understanding of minute details difficult and you have to dive in code to know what is really required. Therefore, I like other programmers started out but then was frustrated to get up. I went online to find some information and luckily got these two links
http://piotrpluta.opol.pl/programming/havok-physics/
http://dalyup.wordpress.com/2012/02/07/havok-tutorial-01-getting-started/
Both of these cover the basics really well including how to get started from scratch with Havok Physics. I will hope that the readers of this blogs will follow these two tutorials first before proceeding forward. The issue with these is that the Havok sdk has changed a bit and there are some more changes that are required to get up and running with the latest free Havok physics sdk, So here are the missing links.
For all of the tutorial series, I will assume that VisualStudio2012 is used and that you have downloaded the Havok sdk and freeglut libraries to some place on your harddisk. To make it smoother to follow, I suggest you create two environment variables
  1. HAVOK_ROOT (pointing to the root folder of Havok sdk typically named by date for e.g. hk2013_1_0_r1)
  2. LIBRARIES_ROOT (generic folder for e.g. E:Libraries containing the freeglut root folder e.g. E:Librariesfreeglut-2.8.1)
Compiler Settings
OK once this is done, you need to add the following paths to the includes directory (
C/C++ General->Additional Include Directories)
$(LIBRARIES_ROOT)freeglut-2.8.1include;$(HAVOK_ROOT)/Source;%(AdditionalIncludeDirectories)
In addition, add HK_CONFIG_SIMD=1 in preprocessor definitions (C/C++->Preprocessor->Preprocessor Definitions)
Also change the C/C++->Code Generation page so that it appears as shown in the figure below
Linker Settings
Change Additional Libraries Directories (Linker->General->Additional Libraries Directories) to $(LIBRARIES_ROOT)freeglut-2.8.1libx86Debug;$(HAVOK_ROOT)Libwin32_vs2012_win7debug_dll;%(AdditionalLibraryDirectories)
In Linker->Input->Additional Dependencies, add
hkBase.lib
hkCompat.lib
hkGeometryUtilities.lib
hkInternal.lib
hkSerialize.lib
hkVisualize.lib
hkaInternal.lib
hkaAnimation.lib
hkaPhysics2012Bridge.lib
hkpConstraint.lib
hkpConstraintSolver.lib
hkpCollide.lib
hkpDynamics.lib
hkpInternal.lib
hkpUtilities.lib
hkpVehicle.lib
hkcdCollide.lib
hkcdInternal.lib

That's it for the compiler and linker settings now to the real code. First, the include files
Include Files
To get our very first tutorial up, we need to include the following headers

Havok Initialization
A lot of code is required to initialize Havok. I will go through these step by step. Basically all Havok codes need to initialize at least two main components (Havok Memory Settings and Havok Physical World Settings) and an optional third component (the Visual Debugger). I create an InitialzieHavok function which is defined as follows
Basically, this code is just calling the three initialization functions. Here we will look at each of these one by one.
(a) Initializing Havok Memory routines
I create a simple function InitMemory which does the memory initialization. Here is how the InitMemory function is defined.
Lets see the details of the function piece by piece. First is a macro call _MM_SET_FLUSH_ZERO_MODEHavok physics engine
which is used to ensure that there are no subnormal numbers (numbers that are very small close to zero) because they can lead to slower performance. If you want to know more about this macro, have a look at the wikipedia entry
http://en.wikipedia.org/wiki/Denormal_number
The above calls initialize the memory subsystem by allocating 0.5MB for physics calculation with a memory router using the default allocator. We also call the Havok base system initialization function passing it our memory router and an error callback function. I just name this error callback OnError and I define it globally as follows which just dumps the passed msg to standard error stream (std::err)

Next, we create a thread pool with the given number of threads. We get the current device's capabilities to obtain the maximum number of parallel threads available on the multithreaded platform we are running on.
We then create a job queue for Havok modules to run multithreaded work. Finally, the function ends with the creation of a stream of monitors for the thread pool.

(b) Initialize Physical World
The InitPhysicalWorld is defined as follows
In Havok, the physics simulation world is represented by a hkpWorld* object. This object is initialized by calling the hkpWorld constructor passing it the hkpWorldCInfo structure. This structure stores the global physics world settings like gravity etc. We first set the simulation type to a multi-threaded simulation. We then set the broadphase border behavior (which tells to the Havok physics engine to remove an entity if it goes out of the border). We pass the modified hkpWorldCInfo structure to the hkpWorld constructor to create our Havok physics world object. After this call, we set the deactivation flag of the hkpWorld to false to ensure that there is no deactivation of rigid bodies. At this point we have our physics world object created.Havok Physics Sdk Download
The next few calls modify the hkpWorld. To ensure that no two threads modify the shared hkpWorld instance at the same time, we issue a call to hkpWorld::markForWrite function. After this call we can issue all calls that modify the state of the physics world. We register collision dispatchers and the created job queue. Note that hkpWorld::markForWrite function call is paired with hkpWorld::unmarkForWrite call which is issued in the InitVDB detailed below.
(c) Initialize Visual Debugger
Usually, you will need some mechanism to ensure that your physics world is behaving as expected. For debugging purposes or for checking physics simulation states, Havok provides a very useful application called the Visual Debugger in the SDK. We need to establish a connection to the running instance of the Havok Visual Debugger. This connection is established by creating an instance of the hkVisualDebugger object. This is done in the InitVDB function which is defined as follows.

Havok Physics Sdk Download Windows 10


We first create a Havok Physics context object (hkpPhysicsContext). We then call the static function registerAllPhysicsProcesses function. We then add the Havok physics world to the created hkpPhysicsContext by calling hkpPhysicsContext::addWorld function. We then store the hkpPhysicsContext pointer in an hkArray object. We then call the hkpWorld::unmarkForWrite function that was paired with the hkpWorld::markForWrite inthe InitPhysicalWorld function. The hkArray containing the hkpPhysicsContext object is passed to the hkVisualDebugger constructor and then the hkpVisualDebugger::serve function is called to initialize the connection with the hkVisualDebugger. The connection will be established with the running instance of the visual debugger.
Stepping the Havok Physics Engine and the Havok Visual Debugger
In order to mode the Havok physics engine and the visual debugger forward in time, we need to make a call to the step function. This call is made in each frame before calling the render function. I name this function StepHavok and it is defined as follows.
We first call

Unity Havok Physics Setup

hkpWorld::stepMultithreaded function passing it the job queue and the timestep value which is given a constant step size of 1/60. Next, if the visual debugger is enabled, we step visual debugger using StepVDB function which is implemented as follows.
The StepVDB function first syncs timers in the thread pool and then calls the hkVisualDebugger::step function passing it the time step value which is also a constant step size of 1/60. Finally, the hkMonitorStream is reset and the time data values in the thread pool are cleared.
Havok Shutdown
The Havok Physics engine shutdown is carried out in the ShutdownHavok function. This function is defined as follows.

Havok Physics Sdk Download Windows 10

We first ensure that the is thread safe deletion by calling hkpWorld::markForWrite function. Then, we call hkpWorld::removeReference which deletes the hkpWorld object. Since Havok internally keeps reference counts, the recommended approach to delete all Havok objects is to call removeReference on the object pointer instead of the delete function. Next, we delete the job queue and then call removeReference on the thread pool object. If the hkVisualDebugger is enabled, we call the ShutdownVDB function. Finally, we call hkBaseSystem and hkMemoryInitUtil interface's quit functions. The ShutdownVDB function is defined as follows.
We first call, hkVisualDebugger::removeReference function to delete the connection to the hkVisualDebugger instance. We then delete the context pointer again by calling hkpPhysicsContext::removeReference function.
Output
Running this tutorial does not show anything interesting. We just get a simple 3D grid rendered on screen as shown below.

Havok Physics Sdk Download Install



The console output shows the Havok initialization messages as shown below. It should only display the messages shown in the following figure.
If you get any other message like some errors or stacktrace information, you are probably doing something incorrectly.

That's it for the first getting started tutorial. You can get the full source code from my github repository here: https://github.com/mmmovania/HavokPhysicsTutorials

Havok Object Download

Thanks,
Mobeen


Havok Physics Sdk Download 64-bit


Havok Physics Sdk Download Mac

Havok