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Havok Unveils Next-Generation Physics Engine

By - Source: Havok | B 26 comments

The company's eponymous physics engine is said to be the culmination of more than 5 years of internal R&D work.

Havok has announced the launch of the third major iteration to its Havok Physics technology that features "significant technical innovations" in performance, memory utilization, usability, and is a "major leap forward" for in-game physics simulation. The release is specifically targeted towards next-generation consoles, mobile devices, and PCs with full compatibility and support for current devices. 

According to Andew Bond, Vice President of Technology for Havok, this version has resulted in a "new engine core built around fully continuous simulation that enables maximum physical fidelity with unprecedented performance speeds. Beta versions of the technology have been in the hands of a number of leading developers for some time and we have seen dramatic performance gains with simulations running twice as fast or more, and using up to 10 times less memory. Additionally the new core’s performance is extremely predictable, eliminating performance spikes.”

Laurent Gorga, 2K Czeck's Technical Director, further added that "At 2K Czech, our games demand a physics solution that can scale efficiently and handle highly detailed interactive environments. Having recently moved to the next generation of Havok Physics, we’ve been blown away by how Havok’s new physics technology is able to make highly efficient utilization of all available hardware cores with a very lean runtime memory footprint."

Further information about this version of the Havok Physics engine is expected to be revealed at this year's GDC, held between March 27 and March 29 in San Francisco, California.

 

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Top Comments
  • 18 Hide
    TidalWaveOne , March 13, 2013 10:05 PM
    Great! Glad to know they stopped using Visual Basic.
  • 18 Hide
    ElMoIsEviL , March 14, 2013 4:10 AM
    abbadon_34Wonder what Nvidia's response will be?

    More smoke... just more smoke on the screen... so much smoke you won't be able to see anything in front of you but damn look at that smoke... so nice.

    And of course the SmokeFX technology will require a GeForce GTX 480 or higher as a dedicated PhysX card... but who cares... look at the smoke... the smoke... so much of it...
  • 10 Hide
    brythespy , March 14, 2013 4:28 AM
    Quote:
    abbadon_34Wonder what Nvidia's response will be?

    More smoke... just more smoke on the screen... so much smoke you won't be able to see anything in front of you but damn look at that smoke... so nice.

    And of course the SmokeFX technology will require a GeForce GTX 480 or higher as a dedicated PhysX card... but who cares... look at the smoke... the smoke... so much of it...


    LOL you win.

Other Comments
  • 18 Hide
    TidalWaveOne , March 13, 2013 10:05 PM
    Great! Glad to know they stopped using Visual Basic.
  • 7 Hide
    enewmen , March 13, 2013 10:41 PM
    Havok didn't say anything about HSA and unified address space. Will they use this architectural advantage?
  • 2 Hide
    Maximus_Delta , March 13, 2013 11:30 PM
    Yes, with fully optimized sub routines and intelligent cross-thread load balancing included?
  • 9 Hide
    abbadon_34 , March 13, 2013 11:46 PM
    Wonder what Nvidia's response will be?
  • 7 Hide
    nitrium , March 14, 2013 12:31 AM
    What are the key differences between Havok and nVidia's PhysX? Are they both GPU accelerated? Does Havok in principle run on any hardware configuration? Which is most likely to be the more mainstream (i.e. dominant) solution over the next few years?
  • 4 Hide
    alfaalex101 , March 14, 2013 1:18 AM
    Well it's about time! Last time I was wow'd by you was in 04 with Half-Life 2
  • 2 Hide
    dragonetti , March 14, 2013 1:37 AM
    Nice development, and so glad its a system that works on any graphic card not like nVidia closed Physics Engine is for their own graphic cards. i was looking for a demo on YouTube but could not find one for the Havok Next-Generation Physics Engine. :( 
  • 5 Hide
    ojas , March 14, 2013 1:50 AM
    abbadon_34Wonder what Nvidia's response will be?

    PhysX support on the PS4 :|
  • -5 Hide
    brythespy , March 14, 2013 2:28 AM
    I've seen a few articles and rumors about stuff like this, all around the time for the next gen consoles to come out. Coincidence? I think not. Next gen consoles are going to help sky-rocket the gaming industry, meanwhile I'm sitting back watching with my GTX 640 and i7, which will become obsolete in about a year after the consoles get fully up and running. The next few years are going to be amazing.
  • 3 Hide
    brythespy , March 14, 2013 2:29 AM
    EdmondHaskellIf you think Alfred`s story is complete bullshit, it is.


    Look out guys! Don't click it, you'll make him another few penny's at the exchange of all your information!!!!!1
  • 18 Hide
    ElMoIsEviL , March 14, 2013 4:10 AM
    abbadon_34Wonder what Nvidia's response will be?

    More smoke... just more smoke on the screen... so much smoke you won't be able to see anything in front of you but damn look at that smoke... so nice.

    And of course the SmokeFX technology will require a GeForce GTX 480 or higher as a dedicated PhysX card... but who cares... look at the smoke... the smoke... so much of it...
  • 10 Hide
    brythespy , March 14, 2013 4:28 AM
    Quote:
    abbadon_34Wonder what Nvidia's response will be?

    More smoke... just more smoke on the screen... so much smoke you won't be able to see anything in front of you but damn look at that smoke... so nice.

    And of course the SmokeFX technology will require a GeForce GTX 480 or higher as a dedicated PhysX card... but who cares... look at the smoke... the smoke... so much of it...


    LOL you win.

  • 1 Hide
    ddpruitt , March 14, 2013 5:55 AM
    enewmenHavok didn't say anything about HSA and unified address space. Will they use this architectural advantage?


    No. Unified address space makes things more complicated and harder to debug, that's why it really isn't used today. HSA is platform specific, on top of that it's not in widespread use. I figure HSA will see wide use in game engines around 2015. They'll probably patch Havok later on for this. I doubt they'll ever go with a unified address space. It became taboo for a good reason.
  • 2 Hide
    jscynder , March 14, 2013 6:20 AM
    ojasPhysX support on the PS4 :|
    But the PS4 is using an AMD APU...

  • 5 Hide
    weierstrass , March 14, 2013 7:03 AM
    jscynderBut the PS4 is using an AMD APU...

    They already said they are going to support it.
  • 2 Hide
    weierstrass , March 14, 2013 7:04 AM
    lostmyclanHavok and physx = i want tha one be free...

    have a look at Bullet:
    http://bulletphysics.org/
  • 0 Hide
    cats_Paw , March 14, 2013 7:20 AM
    This is actually huge. Havok was a killer when it came to mobile ATI GPus. It heated up the GPU like there is no tomorrow.
    If they can lower that, their GPUs will be significantly better. However this remains to be seen in real world before we can all open up the champagne.
  • 5 Hide
    hannibal , March 14, 2013 8:45 AM
    jscynderBut the PS4 is using an AMD APU...

    PhysX work in AMD APU if Nvidia wants it to work... It would work very nicely in AMD GPU if Nvidia would want it to work, but they don't... I hope that this New Havok engine will make PhysX obsolete, so no-one would use it... But that is just I. One platform API for PC-is not so interesting, multiplatform like Havok really is!
  • 4 Hide
    falchard , March 14, 2013 9:18 AM
    I've always preferred Bullet Physics. I think Havok could be interesting since they had vested interest in OpenCL implementations. If its possible to divide physics and graphics calculations on the same GPU, I think it would be a winner.
  • 2 Hide
    zakaron , March 14, 2013 12:48 PM
    "...and using up to 10 times less memory."
    Ah, just in time for the new PS4 with 16x the memory!
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