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K. LEE GAIDEN
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http://www.havok.com/ index.php?option=com_content&task=view&id=187&Itemid=77
Havok FX Supports GPU-accelerated Physics
New engine will be out by year's end.
by Jane Pinckard, 10/27/2005
Havok, developer of middleware physics engines, made some interesting announcements today at the Austin Game Developers Conference, including the development of Havok FX, which will support GPU-accelerated physics.
They also announced a number of Xbox 360 titles that will use Havok's HydraCore multi-threaded system. The titles include:
# Amped 3
# Condemned
# NBA Live 06
# The Outfit
# Perfect Dark Zero
# Saint's Row
http://www.havok.com/ index.php?option=com_content&task=view&id=187&Itemid=77
Havok FX will enable dynamic in-game effects that are based upon rigid-body collisions and constraints including debris, smoke, fog, and ultimately simulated liquids - but on a scale that goes well beyond the magnitude and volume of objects normally simulated in CPU-based game-play physics. By performing simulation, collision detection and rendering directly on the GPU, Havok FX avoids the transfer of large amounts of data between the CPU and GPU, enabling a level of performance never seen before in physics simulation.
What is the difference between Game-Play Physics and Effects Physics?
Game-Play Physics affect how a game is played from moment-to-moment, and is generally computed on a computers central processing unit (CPU). Physical changes that you cause in the game or that happen to you or around you like knocking over a box, and then climbing up on it - change what you may want to do in each instant of game play. As a result, game-play physics share an intimate link with the core of a games engine; including the games logic or AI, and even with the games audio systems. This close relationship continues to grow as physics is used for an ever broadening array of game-play techniques from detecting objects that move into a game characters range of vision to synchronizing sound effects instantly with physical events throughout the game. Both game-play physics and game logic demand instant access and tolerate no detectible latency to preserve the game-play experience. The close proximity between physics, game logic, and memory, defines game play and generally demands that these systems execute together on a game systems central processing unit (CPU).
Effects Physics is an emerging domain that promises to deliver an increasing array of visually impressive effects that are based on physical principles but which place far fewer demands on the games logic. Physics Effects a close cousin to visual effects now computed on GPUs add to the visual complexity of a game and help increase a players immersive experience. As visual phenomena, physics effects need to be convincingly real but do not profoundly affect game play. They can merely fill in the players view of the game, creating a richer, more convincing environment- but may not affect the choices a player can make from moment-to-moment.
The loose coupling between Effects Physics and the rest of the game opens the door to using the GPU to accelerate computation. Havok FX will target the domain of Effects Physics, and will embrace the momentum and technology behind GPU hardware, as a means of delivering the next level of visual effects in games in a practical and sustainable way.
What are some real-world examples of what Havok FX and Havok Complete can achieve?
Most real-world outdoor scenes have large numbers of small, movable objects, such as leaves, litter etc. Objects like these swirl, pile up, and interact with characters which walk through them, or with other objects. Many games have static visual representations of rubble, and gravel. With Havok FX these types of objects could respond to anything at any time.