by Rainier on Feb. 19, 2008 @ 3:04 p.m. PST | Filed under
News
Havok unveiled Havok Cloth and Havok Destruction at the 2008 GDC providing artists with increased control over interactive cloth and destructible objects within games, as well as its Havok 5.5 development suite with improved Havok Physics and Havok Behavior.
by Judy on Sept. 14, 2007 @ 4:46 p.m. PDT | Filed under
News
Intel has signed an agreement to acquire Havok, creators of the Havok physics engine, which is used in many popular video games (Bioshock, Stranglehold, Halo 2, Half-Life 2) and movies (The Matrix, Troy). Havok will become a wholly owned subsidiary of Intel but continue to operate as an independent business entity.
by Rainier on Jan. 25, 2007 @ 3:12 a.m. PST | Filed under
News
Havok announces the official release of Havok 4.5, fully optimized for PS3, as well as Xbox 360 and Nintendo Wii, dramatically accelerating the development of cross-platform, cutting edge games, meeting the needs of the world’s top developers and producers.
by Rainier on Dec. 12, 2006 @ 6:33 p.m. PST | Filed under
News
Havok announced that Lionhead Studios has licensed physics and animation solution Havok Complete for use in Fable 2.
by Rainier on Sept. 14, 2006 @ 8:21 p.m. PDT | Filed under
News
Havok announced today that Blizzard Entertainment has licensed Havok 4.0, to use in upcoming, yet unannounced, PC and Macintosh games.
by Rainier on July 11, 2006 @ 1:55 p.m. PDT | Filed under
News
Havok today announced the official release of Havok 4.0, a modular suite of artist tools and run-time technology that dramatically accelerates the development of cross-platform, cutting edge electronic games and special effects for films, meeting the needs of the world's top developers and producers.
by Rainier on June 6, 2006 @ 4:45 a.m. PDT | Filed under
News
ATI announced today that it is working with middleware provider Havok to drive physics on its latest GPUs. Using Havok FX, developers can enable more convincing environments that include richer, more detailed explosions, smoke, debris, fluids, and cloth by combining the rendering of two ATI graphics cards, with a third devoted to modeling the environment.
by Rainier on March 20, 2006 @ 4:20 a.m. PST | Filed under
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NVIDIA and Havok will be demonstrating a physics effects solution that, for the first time, runs completely on a graphics processing unit (GPU) at this year's Game Developer Conference.
by Judy on Feb. 23, 2005 @ 2:06 a.m. PST | Filed under
News
Havok today announced that it will be revealing Havok Complete 3, its integrated middleware solution at an exclusive launch event during the 2005 Game Developer Conference (GDC 2005). Havok Complete 3 features the latest release of Havok's flagship product, Havok Physics 3, combined with Havok's newest product, Havok Animation 3.
by Rainier on Jan. 7, 2004 @ 2:17 a.m. PST | Filed under
News
Havok announces today it has signed license agreements with Vivendi Universal Games for "Tribes Vengeance" and with Atari's Shiny Entertainment for an undisclosed title enabling these AAA game developers to integrate Havok 2 real-time physics into their acclaimed titles. Both Shiny Entertainment and Vivendi Universal Games made the choice of the Havok 2 dynamics solution after lengthy technical review for functionality and after assessing its ease of implementation into their existing game engines. With these two titles, Havok now adds the 100th and 101st names to their list of successful games using its award winning physics.
by Rainier on Jan. 17, 2003 @ 11:03 a.m. PST | Filed under
News
You know Rayman, you know Globox and Murfy, and you've met the Hoodlums -- now get ready for the Knaaren, possibly Rayman's most imposing enemy to date. Not the kind of guys you want to encounter in a dark alley (or anywhere else for that matter), the Knaaren growl violent mantras as they systematically crush anything in their path. To succeed in his world-saving mission, Rayman will have to win their allegiance using both brains and brawn -- no easy feat. Oh, the Knaaren also have a bit of a gong fetish. Yeah, gongs. Go figure.
by Thomas on Feb. 21, 2002 @ 10:10 a.m. PST | Filed under
News
Today on the Lancers Reactor site they got it confirmed that Freelancer will use the Havok physics engine - the same physics engine that will feature in an impressive lineup of products including Deus Ex 2, Thief 3 and WarCraft III. The Havok engine features rigid body dynamics, soft bodies, cloth, particles, fluids and floatation, rope and advanced collision detection and response. There is also new screens posted from the newest ship model to the TLR family.
Bring me there!
by Thomas on Jan. 17, 2002 @ 10:46 a.m. PST | Filed under
News
MOPP (Memory Optimised Partial Polytope) is a completely new way of compressing bounding volume data for arbitrary polygon meshes. It has a dramatically reduced memory footprint compared with traditional bounding volume approaches without sacrificing any runtime performance. Developed exclusively by Havok engineers, it is fully integrated into the 1.6 release of the Havok SDK.
by Rainier on Nov. 8, 2001 @ 11:48 a.m. PST | Filed under
News
Havok has signed a deal with Eidos Interactive's Ion Storm Austin studio (ISA) to provide real time physics. Ion Storm will be building on the go-anywhere, do-anything theme of Deus Ex and Thief in their next releases to allow even greater interactivity with all objects in a scene. Havok physics will work alongside the ISA-modified Unreal engine in both titles. The freedom to engage the game in an unpredetermined way will be a hallmark of using the Havok physics engine.
by Rainier on Sept. 4, 2001 @ 10:34 p.m. PDT | Filed under
News
Lost Boys games has signed a deal this week with Havok, which will enable it full use of the Havok Physics Technology. This technology will be used on the 3D platform action adventure Knights, currently in development in the company's Amsterdam Studio.
by Rainier on Sept. 4, 2001 @ 9:49 p.m. PDT | Filed under
News
Havok previewed the Havok 1.5 SDK at ECTS, it will be on full release in early October. Added features to the top selling physics SDK include fast character cloth, enhanced deformable object physics and a groundbreaking car dynamics tool for real time changes. The Havok Car Tuning Tool is the first application that facilitates real-time tuning of vehicle SDK parameters via a graphical user interface.