Hi,
I'm getting ready to switch from 2012.2.0 to 2013 HAVOK SDK. In the package I've received I found windows7 and windows8 libraries for vs2012.
Can you tell me what is the reason for generating distinct sets of libraries for these two OS?
Thanks!
Hi,
I'm getting ready to switch from 2012.2.0 to 2013 HAVOK SDK. In the package I've received I found windows7 and windows8 libraries for vs2012.
Can you tell me what is the reason for generating distinct sets of libraries for these two OS?
Thanks!
Hi
I recently installed the havok SDK and tried running the demos. I could run most of them as far as they included no visualization.
bool initOk = window->initialize( windowFlags, HKG_WINDOW_BUF_COLOR | HKG_WINDOW_BUF_DEPTH32, options.m_width, options.m_height, options.m_windowTitle, nativePlatformHandle);
Line 133 in the Demos_win32 and
bool initOk = window->initialize(windowFlags, HKG_WINDOW_BUF_COLOR | HKG_WINDOW_BUF_DEPTH32, 1280, 720, "Havok");
Line 33 in the visualize demo
Any suggestions?
Hi, I'm quite new to the forums, but have been checking around previously to signing up.
I've inherited both of the classes hkpRigidBody and hkpCharacterRigidBody to RigidBody and CharacterRigidBody respectively. I noticed that hkpCharacterRigidBody has a hkpRigidBody pointer. So what I've done is I send a hkpCharacterRigidBodyCInfo to CharacterRigidBody and in the constructor i pass it on to the parent class. Then I tried to create a RigidBody using the recently created hkpRigidBody's CInfo. then I copy the properties and set m_character to my own class. at first it seems to work fine and dandy, I've stepped through all of the variables to see that they match up, and it looks as if they do. But when I'm walking around with the character it will lose it's support from the ground, sometimes a few frames, sometimes enough for me to fall through the ground. If anyone has encountered this problem or could just plainly tell me what the constructor of hkpCharacterRigidBody does with its m_character.
Thanks for the help and here is what my constructor looks like
CharacterRigidBody::CharacterRigidBody(const hkpCharacterRigidBodyCinfo& aInfo) : hkpCharacterRigidBody(aInfo) , myGravity(-9.82f) , myMovementSpeed(1.f) { hkpRigidBodyCinfo cInfo; m_character->getCinfo(cInfo); //TODO delete old RigidBody; //RigidBody basically runs the constructor of hkpRigidBody myBody = new RigidBody(cInfo); myBody->copyProperties(m_character); myBody->addEntityListener(this); m_character->removeEntityListener(this); myBody->addContactListener(); m_character = myBody; hkpCharacterState* state; hkpCharacterStateManager* manager = new hkpCharacterStateManager(); state = new hkpCharacterStateOnGround(); manager->registerState(state,HK_CHARACTER_ON_GROUND); state->removeReference(); state = new hkpCharacterStateInAir(); manager->registerState(state,HK_CHARACTER_IN_AIR); state->removeReference(); state = new hkpCharacterStateJumping(); manager->registerState( state, HK_CHARACTER_JUMPING); state->removeReference(); state = new hkpCharacterStateClimbing(); manager->registerState( state, HK_CHARACTER_CLIMBING); state->removeReference(); myCharacterContext = new hkpCharacterContext(manager,HK_CHARACTER_ON_GROUND); manager->removeReference(); myCharacterContext->setCharacterType(hkpCharacterContext::HK_CHARACTER_RIGIDBODY); }
Hi
I Recently installed the havok sdk and had no problems running the demos. I was even able to replicate some of them. I am really just trying to build a bare-bones implementation without the excesses of the demo.
My problems began when trying to include havok animation. I keep getting this error
Error 1 error LNK2001: unresolved external symbol "class hkClass const hkxMeshClass" (?hkxMeshClass@@3VhkClass@@B) C:\Program Files (x86)\Havok\hk2013_1_0_r1\Demo\StandAloneDemos\StepByStep\Blank\hkaAnimation.lib(hkaMeshBindingReflection.obj) Blank
To be honest I am really confused by it as i am just returning to C++ after 5 years of c#.
//Lib Directory used C:\Program Files %28x86%29\Havok\hk2013_1_0_r1\Lib\win32_vs2012_win7\debug hkBase.lib;hkSerialize.lib;hkaAnimation.lib;%(AdditionalDependencies);
Any guidance
Hi,
I'm making a First-Person shooter and am using hkpCharacterRigidBody for the controls. I have one small issue though, I've noticed the problem in the demos as well. The issue I'm facing is that when walking off a ledge, the body seems to lose contact when the slope degree is to large, and when this happens it will start falling and then hit the edge, thus slowing down and slightly bouncing off the edge. Although this might not be as big of a problem in 3rd person, it becomes very noticeable in first person. I've tried using other shapes and changing the slopeDegree. I also tried lowering the radius of the capsule. But it either resulted in the body not being able to traverse small, but sharp bumps or it being too close to a wall.
There were no problems that I could notice with hkpCharacterProxy, but I'd much rather use rigid bodies as far as I can.
Thanks for the help
Rasmus
I just downloaded Havok physics and animation engine. the binary one lol. i thought it has its own GUI. but binary-only shoudda explained it. anyways. I don't know anything about this havok engine. but from what i read online i need to use VB for it. first. how do i do that. i downloaded VB 2010 Express and the tutorials look nothing like it. do i need visual express c++. and please. if you know tutorials online. pdf or on a website. not videos. post the link here. and tell me how do i start with a beginner project. a total beginner from 0. how do i index the havok SDK and all that into the VB. and which VB do i need.
Having trouble downloading “HavokContentTools_2013-1-0_20130717_64Bit”
File downloads as “HavokContentTools_2013-1-0_20130717_64Bit_PcXs” but is not an exe.
Size is 335,471 Kb
I’ve tried re-downloading 4 times with the same results.
Tried making it executable and it installs with a report that it completed successfully. However, it is not working 3dsMax 2014.
Is there another site to download from?
Is there a version of “HavokContentTools_2013-1-0_20130717_64Bit” that doesn’t require an Autodesk product?
If there is please post a link.
Thx
Timothy
Hi
I recently installed the havok SDK and tried running the demos. I could run most of them as far as they included no visualization.
bool initOk = window->initialize( windowFlags, HKG_WINDOW_BUF_COLOR | HKG_WINDOW_BUF_DEPTH32, options.m_width, options.m_height, options.m_windowTitle, nativePlatformHandle);
Line 133 in the Demos_win32 and
bool initOk = window->initialize(windowFlags, HKG_WINDOW_BUF_COLOR | HKG_WINDOW_BUF_DEPTH32, 1280, 720, "Havok");
Line 33 in the visualize demo
Any suggestions?
Hi, I'm quite new to the forums, but have been checking around previously to signing up.
I've inherited both of the classes hkpRigidBody and hkpCharacterRigidBody to RigidBody and CharacterRigidBody respectively. I noticed that hkpCharacterRigidBody has a hkpRigidBody pointer. So what I've done is I send a hkpCharacterRigidBodyCInfo to CharacterRigidBody and in the constructor i pass it on to the parent class. Then I tried to create a RigidBody using the recently created hkpRigidBody's CInfo. then I copy the properties and set m_character to my own class. at first it seems to work fine and dandy, I've stepped through all of the variables to see that they match up, and it looks as if they do. But when I'm walking around with the character it will lose it's support from the ground, sometimes a few frames, sometimes enough for me to fall through the ground. If anyone has encountered this problem or could just plainly tell me what the constructor of hkpCharacterRigidBody does with its m_character.
Thanks for the help and here is what my constructor looks like
CharacterRigidBody::CharacterRigidBody(const hkpCharacterRigidBodyCinfo& aInfo) : hkpCharacterRigidBody(aInfo) , myGravity(-9.82f) , myMovementSpeed(1.f) { hkpRigidBodyCinfo cInfo; m_character->getCinfo(cInfo); //TODO delete old RigidBody; //RigidBody basically runs the constructor of hkpRigidBody myBody = new RigidBody(cInfo); myBody->copyProperties(m_character); myBody->addEntityListener(this); m_character->removeEntityListener(this); myBody->addContactListener(); m_character = myBody; hkpCharacterState* state; hkpCharacterStateManager* manager = new hkpCharacterStateManager(); state = new hkpCharacterStateOnGround(); manager->registerState(state,HK_CHARACTER_ON_GROUND); state->removeReference(); state = new hkpCharacterStateInAir(); manager->registerState(state,HK_CHARACTER_IN_AIR); state->removeReference(); state = new hkpCharacterStateJumping(); manager->registerState( state, HK_CHARACTER_JUMPING); state->removeReference(); state = new hkpCharacterStateClimbing(); manager->registerState( state, HK_CHARACTER_CLIMBING); state->removeReference(); myCharacterContext = new hkpCharacterContext(manager,HK_CHARACTER_ON_GROUND); manager->removeReference(); myCharacterContext->setCharacterType(hkpCharacterContext::HK_CHARACTER_RIGIDBODY); }
Hi
I Recently installed the havok sdk and had no problems running the demos. I was even able to replicate some of them. I am really just trying to build a bare-bones implementation without the excesses of the demo.
My problems began when trying to include havok animation. I keep getting this error
Error 1 error LNK2001: unresolved external symbol "class hkClass const hkxMeshClass" (?hkxMeshClass@@3VhkClass@@B) C:\Program Files (x86)\Havok\hk2013_1_0_r1\Demo\StandAloneDemos\StepByStep\Blank\hkaAnimation.lib(hkaMeshBindingReflection.obj) Blank
To be honest I am really confused by it as i am just returning to C++ after 5 years of c#.
//Lib Directory used C:\Program Files %28x86%29\Havok\hk2013_1_0_r1\Lib\win32_vs2012_win7\debug hkBase.lib;hkSerialize.lib;hkaAnimation.lib;%(AdditionalDependencies);
Any guidance
Hi,
I'm making a First-Person shooter and am using hkpCharacterRigidBody for the controls. I have one small issue though, I've noticed the problem in the demos as well. The issue I'm facing is that when walking off a ledge, the body seems to lose contact when the slope degree is to large, and when this happens it will start falling and then hit the edge, thus slowing down and slightly bouncing off the edge. Although this might not be as big of a problem in 3rd person, it becomes very noticeable in first person. I've tried using other shapes and changing the slopeDegree. I also tried lowering the radius of the capsule. But it either resulted in the body not being able to traverse small, but sharp bumps or it being too close to a wall.
There were no problems that I could notice with hkpCharacterProxy, but I'd much rather use rigid bodies as far as I can.
Thanks for the help
Rasmus
I just downloaded Havok physics and animation engine. the binary one lol. i thought it has its own GUI. but binary-only shoudda explained it. anyways. I don't know anything about this havok engine. but from what i read online i need to use VB for it. first. how do i do that. i downloaded VB 2010 Express and the tutorials look nothing like it. do i need visual express c++. and please. if you know tutorials online. pdf or on a website. not videos. post the link here. and tell me how do i start with a beginner project. a total beginner from 0. how do i index the havok SDK and all that into the VB. and which VB do i need.
Having trouble downloading “HavokContentTools_2013-1-0_20130717_64Bit”
File downloads as “HavokContentTools_2013-1-0_20130717_64Bit_PcXs” but is not an exe.
Size is 335,471 Kb
I’ve tried re-downloading 4 times with the same results.
Tried making it executable and it installs with a report that it completed successfully. However, it is not working 3dsMax 2014.
Is there another site to download from?
Is there a version of “HavokContentTools_2013-1-0_20130717_64Bit” that doesn’t require an Autodesk product?
If there is please post a link.
Thx
Timothy
Hi!
I've got some problems regarding ragdolls.
The problem is that I'm having difficulties getting the ragdoll's orientation to the same as my visual representation. I do have the ragdoll working but the only way I get it to fully function is by multiplying the orientation of the ragdoll's root rigidBody with a right-handed Identity-Matrix (X-Vector being -1).
When doing this I run into a problem. the ragdoll part of it all aligns and looks good. However, the model's triangle faces are now inverted ( I can only see the inside of the model). I do not really know how to fix it, I've tried a lot of things but nothing seems to be working correctly.
Thanks in advance for the help!
Rasmus J
PS:
I'm coding in c++ and have mapped the ragdoll skeleton to a high-res animation skeleton.
Here's a screenshot of what I'm talking about.[[{"fid":"317301","view_mode":"default","fields":{"format":"default","field_file_image_alt_text[und][0][value]":"Screenshot of problem","field_file_image_title_text[und][0][value]":"Screenshot of problem","field_tags[und]":""},"type":"media","attributes":{"alt":"Screenshot of problem","title":"Screenshot of problem","class":"media-element file-default"}}]]
hello,I am a havok studyer come from cn. I want load a hkt file to create a rigidbody,so I write code that:
hkResource* m_loadedData;
hkSerializeUtil::ErrorDetails loadError1;
m_loadedData = hkSerializeUtil::load("222.hkt",&loadError1);
if(m_loadedData==HK_NULL)
{
MessageBoxA(NULL,loadError1.defaultMessage.cString(), "data", NULL);
}
hkLoader* m_loader = new hkLoader();
hkRootLevelContainer* container = m_loader->load("333.hkt");
if(container==HK_NULL)
{
MessageBoxA(NULL,"hkt is null!", "Information", NULL);
}
then run it, result show: loadError1.defaultMessage.cString()=="" ,but loadedData is NULL,container is still Null,I do not know why?
Hi:
I'd like to welcome everyone to our community support site for the Havok Physics and Havok Animation downloads for the PC, which can be found at www.havok.com/try-havok
To get started you may find these intructional videos useful: Havok Instructional Videos
This forum is intended to provide self-support for the Havok products that have been commercially licensed by Intel, on behalf ofPC Game developers, Hobbyists, Academic and Educational users, and Evaluators from all industries.
We welcome you, and hope you find inspiration and great potential in these products.
We will endeavor to help the community by providing material that augmements the wealth of information already stored in the documentation and programming samples you will find in the product downloads.
Thank you for your interest and support,
Sincerely,
Jeff Yates
Havok
How to report a crash
I'm not trying to single out anybody here; I'm just trying to save everybody some frustration. Let's consider the following two hypothetical forum posts:
1) "After I call hkpWorld::initMtStep, I get a message that says "hkpWorld.cpp(123): [0x12345678] Warning : I'm about to crash". Right after that I get a assert with the message "hkpWorld.cpp(234): [0x00001337] Assert : foo != HK_NULL" and this callstack:
MyCoolPhysicsGame.exe!hkpWorld::someOtherFunction(...)
MyCoolPhysicsGame.exe!hkpWorld::initMtStep(...)
MyCoolPhysicsGame.exe!MyHavokStepper(...)
MyCoolPhysicsGame.exe!main(int argc=1, char** argvIn=0x003c39f8)
MyCoolPhysicsGame.exe!__tmainCRTStartup()
MyCoolPhysicsGame.exe!mainCRTStartup()
2) "When I try stepping the world, I get an access violation: 0xC0000005: Access violation reading location 0x00000008. Here's my Havok setup code (...[blah blah blah]...) What's going on? Please help!"
There are two very useful pieces of information in the first one: the callstack (which tells us exactly where the crash is happening), and the warning/asserts IDs that appear near the problem. The ID might not be very useful to you, but it lets us search the full codebase and see what condition is causing the warning or assert. The second post gives almost no useful information, except that there's probably a NULL pointer somewhere.
Why does this matter? Well, if you post a message like the first one, it's more likely that we can give you a answer quickly so that you can go back to coding your game. If you post message like the second, we'll probably ask you for the callstack and any warning message, which means it'll take longer to get your problem resolved. So please, at a bare minimum, when reporting a Havok problem, ALWAYS include the following:
Here are some other things that can help us diagnose problems more quickly:
Use the debug libraries
Despite the name, Havok's "debug" libraries are still quite fast. They have almost all optimizations turned on, but they're also built with asserts enabled so that important errors can be caught before they crash the program. For day-to-day usage, you should be linking against these libraries, and only use the release libraries for final versions or profiling.
On a side note, Mick West had a good article in Game Developer a few years ago regarding debug vs. release builds:
http://cowboyprogramming.com/2007/01/04/debug-and-release/
Havok's "debug" libs are essentially his "develop" libs.
Multithreading problems
Debugging multithreading problems can be hard. Like, really hard. If you can, try turning off multithreading to see if that makes the problem go away. Hopefully, it the problem will still be there, so that you can fix it in single-threaded mode first.
As a corollary, make sure the system (physics, animation, raycasting, etc.) works well single-threaded first before trying to multithread it.
If you do get a crash or assert during a multithreaded part of Havok, see if any other threads are doing Havok stuff at the same time. You can do this in the Threads tab in the Visual Studio debugger (Debug > Windows > Threads).
Reproduce the problem in Havok's demos.
Trying to reproduce a vaguely-described bug takes a long time, and even if we spend a long time, we might not have the exact combination of settings that reproduces your problem. If you can modify an existing Havok demo so that the same problem happens there (or make a whole new demo, if you're ambitious), and send us the new demo code, that makes things A LOT easier.
Take a picture, it'll last longer
The hkpHavokSnapshot utility lets you save your world exactly as the game sees it, so that we can load it up later and see what you were doing. There are two possible ways of saving the snapshot; in binary or XML. Personally, I prefer seeing an XML snapshot since I can look at some values (like rigid body properties) without running any code. But binary snapshots are smaller, and reproduce the data EXACTLY (there's a small bit of error in XML snapshots because of ascii-to-float conversion).
A snapshot combined with a modified demo is probably our favorite kind of bug report to get :)
If you're worried about other people seeing your game assets, you can try reproducing the problem with a simpler asset (e.g. a simple cube, or a tesselated sphere), or send a private message to a Havok forum member.
VDB movies
The Visual Debugger is a great tool for diagnosing physics problems, and you should add support for it in your game as soon as you can. It's not very useful for debugging crashes, but it's perfect for illustrating weird behavior ("Why does my car bounce when it drive over that one mesh?"), or investigating performace slowdowns ("Why does my game run at 2fps when my ragoll lands in the corner?"). VDB movies (hkm files) can be rather large, but they zip very well.
Greetings everyone,
I've recently come across some rather helpful videos regarding Havok Physics which I wanted to pass along to the community. These are great instructional videos for beginners/advanced users alike and are based on the free SDK you all have. Please take a look!
Cheers,
Jason G.