


All of the demos’ source code is available for you to view and take from.

/Demo contains a ton of demos that demonstrate features, capabilities, and use cases of Havok./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.Once downloaded, unpack the SDK wherever and have a look at the folders within. The VS20# in the brackets refers to what version of Visual Studio it supports so pick the appropriate one for you. 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. You’ll be presented with a list of links. It would also be helpful to have some general understanding on how physics engines work.ĭownload Havok from their website, fill in the form, and accept the terms. This (and future) tutorials have a few prerequisites: some basic C++ skills and the Microsoft Visual C++ IDE. 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. 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. 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. 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. If you are using a different graphics engine and/or want to view what Havok is doing, you can just use the Visual Debugger. 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. To visualise what we are doing I will be using the 3D Graphics toolkit Open Scene Graph (OSG). 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. Havok is a widely used middleware in game development, providing technology for animation, behaviour, and physics to name a few. I will leave this tutorial here in case it is still useful to someone. Here is the new tutorial for getting started with Havok. EDIT 26/05/14: This information in this tutorial is now out-of-date.
