Havok destruction integration in source.

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Havok destruction integration in source.

Postby Jangalomph on Sun Jan 03, 2010 9:31 pm

Hello,
I was thinking of perhaps trying to integrate havok destruction into source. "If i had a licenses for it" It'd take work.. but would it even work as a general question?
http://www.havok.com/index.php?page=havok-destruction
Look at the demo reels of destruction etc. Pretty beastly.

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Re: Havok destruction integration in source.

Postby no00dylan on Sun Jan 03, 2010 10:46 pm

looks awesome
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Re: Havok destruction integration in source.

Postby Surfa on Sun Jan 03, 2010 11:01 pm

Yeah I don't think it would be possible.
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Re: Havok destruction integration in source.

Postby ErikKiller on Mon Jan 04, 2010 12:28 am

Sweet.
The train bridge clip was amazing, so was the interior and let's not mention the lightning coming down on the ancient structures. Powerful stuff.
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Re: Havok destruction integration in source.

Postby RC-1290 on Mon Jan 04, 2010 12:33 am

Maybe, if you also have the source license (access to the full engine code).
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Re: Havok destruction integration in source.

Postby thefight on Mon Jan 04, 2010 2:33 am

Im not sure how all this works, but I was reading about it and they said that they used Havok in HL2

The Havok physics engine provided a huge boost with its modifications that were packaged in with the Source Engine. This fact alone gave Half-Life 2 one of the more robust weapons in recent memory - aptly titled the gravity gun.


Does that mean it is possible, or nothing at all?
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Re: Havok destruction integration in source.

Postby Armageddon on Mon Jan 04, 2010 2:41 am

HL2 used an older version of Havok before the dynamic DMM.
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Re: Havok destruction integration in source.

Postby Zipfinator on Mon Jan 04, 2010 2:49 am

You can get the same results as the environmental destruction by using cinematic physics. There are two tutorials on how to do this on this very site. Of course it's not real time, but I'm afraid it's the best we'll get on this version of Source.
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Re: Havok destruction integration in source.

Postby Jangalomph on Mon Jan 04, 2010 2:53 am

Well, no one said you couldn't upgrade. Look. l4d2 has that dynamic... ish ragdoll deformation. Why not be-able to upgrade eventually?
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I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
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Re: Havok destruction integration in source.

Postby Zipfinator on Mon Jan 04, 2010 4:19 am

jangalomph wrote:Well, no one said you couldn't upgrade. Look. l4d2 has that dynamic... ish ragdoll deformation. Why not be-able to upgrade eventually?


L4D2 is also on a new version of Source compared to EP2. You'd have to get Valve to add something like this in and they don't really need something like this when they have cinematic physics which I'm fairly sure are much more optimized. I'm sure there are more things Valve would like to get to adding before something like this anyway, such as dynamic lighting and optimized parallax maps.
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Re: Havok destruction integration in source.

Postby Jangalomph on Mon Jan 04, 2010 4:36 am

Hmm, well dynamic lighting would be a big plus. As in sun light! I want a new color pallet for realistic white light from the sun. I look out my window and can never get it... And i have yet to see any game with very good parallax mapping. Nothing in any game really seems to.. stick out.
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Re: Havok destruction integration in source.

Postby Gary on Mon Jan 04, 2010 5:09 am

Zipfinator wrote:[...] when they have cinematic physics which I'm fairly sure are much more optimized.[...]


Why do they call it cinematic physics? It's not even using the Source engine's physics system. Its just a pre-simulated in Blast Code(different application) then ported to the game as a animated mesh.

For a game based on physics puzzles, the physics engine is no better then any other game. Hell, UE3 has way better physics.They have soft-body, water physics, APEX destruction, physics-base animation, dismemberable objects, and cloth (tearing and welding). While source has basic ragdoll physics and a only one material system per model.

Same goes with lighting, Source is outdated when it comes to this as well, crappy render-to-texture shadows and only able to support one dynamic light(which is unoptimized).

Really, I don't see the engine getting better any time soon(assuming this from L4D2 being the latest) and I doubt you can edit the physics or lighting engine with out the full source code.
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Re: Havok destruction integration in source.

Postby Armageddon on Mon Jan 04, 2010 5:13 am

UE3 physics suck! They have no water impact and ragdolls suck. There all jittery... Not to mention completely static environments.
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Re: Havok destruction integration in source.

Postby Gary on Mon Jan 04, 2010 5:23 am

Doesn't mean the physics of the engine suck, just changed around when they make the games using it.

There ragdolls are so light because they can collide this objects and players(unlike Source). If they were realistically heavy, then your player would have a hard time pushing the 300 pound ragdolls out of the way. Thought I do think they need to fix this... The static environments are due to the developers, I have no idea why the developers use the engine's physics to it full potential. I suppose because the kind of games made with it, have yet to see one that has many physics puzzles.
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Re: Havok destruction integration in source.

Postby Zipfinator on Mon Jan 04, 2010 5:23 am

Also not to mention that UE3 wasn't even released when Half-Life 2 was and Physics in games was a novelty before Half-Life 2. And I agree that UE3 physics do suck. At least in Epic's games.
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