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[In this Intel-sponsored feature, part of the Gamasutra Visual Computing microsite, middleware firm Havok discusses its new products - from Havok Destruction to Havok Cloth - its acquisition by Intel, and plans for the future.]
Physics - that
fascinating branch of science that traditionally puts high school students
into a REM sleep state - has also given birth to innovations as modest as the
roulette wheel and the unicycle, and as awe inspiring as the hydrogen bomb and the
Apollo space missions.
Depicting real-world events realistically in 3-D
computer games requires
a physics engine that is capable of applying the rules of Newtonian physics to
the interactions
of characters and objects.
This objective guided the successful rise of Havok, from
its origins in Dublin, Ireland, in 1998 to its current position as the preeminent provider of
physics software for triple-A computer games. Havok continues to gain stature
and recognition
in the technology industry for its expertise in producing physics, animation,
and software-development
tools for game developers and the movie industry.
The
Havok Physics engine simulates the nature of motion, particle systems, and collisions
in the environment and provides them algorithmically for use in computer
gaming. Combined
with Havok Animation, which offers an extensive slate of animation
capabilities to
game developers, the functionality makes it possible to recreate scores of
physical events, from
the collision of two billiard balls to an out-of-control motorcycle careening
through a traffic-filled
intersection.
Characters also gain new realism in gameplay through a motion pipeline
that helps determine their responses to one another. Packaged together as Havok Complete,
these physics and animation capabilities are now available as a product for downloading
and use at no cost.
Intel's
acquisition of Havok in September 2007 set the stage for some very high-profile advances
in gaming. Long-time partners, Intel and Havok engineering teams worked closely to
refine and improve Havok's HydraCore technology, which optimizes game physics behaviors
on platforms based on Intel Core microarchitecture.
Intel has pledged that Havok
will continue with its cross-platform philosophy and Intel will employ a
hands-off management
approach, giving Dublin-based Havok the opportunity to take maximum advantage
of Intel engineering resources and software tools, while enhancing its popular middleware
for the strongly competitive game market.
I
talked with David O'Meara, the managing director of Havok, about product
announcements at Game Developers Conference (GDC) earlier this year, the nature of cross-platform game
development, rising
industry costs, and the benefits of Intel and Havok working together.
The Response
to New Havok Products
I
understand you received a very strong response to your new
product introductions at the 2008 GDC.
O'Meara: Havok launched two new products at GDC this year and both of those products have been
exceptionally well received. One of them is called Havok
Destruction and the other is called Havok Cloth.
Together, they are going to significantly improve the experience
for gamers. The Cloth video demo had 370,000 downloads in
24 hours. That is phenomenal.
These new technologies, Destruction and Cloth,
on top of our existing products, will give games that
come out in a year or two another breakthrough in terms of
the look and feel and the gameplay. They are also very
important for the type of thing that Intel wants to achieve
with future hardware for visual computing, with the
capability of doing things with Destruction and Cloth that you
might not get with smaller platforms.
Is
the nature of game development changing?
O'Meara: In the games industry, the cost of developing these games has risen dramatically: it costs
around 30- to 40-million, USD, to develop a game. Five
years ago it was around two to five million. Costs have
increased substantially for a number of reasons.
One is
that the consumer expects a compelling story and a
compelling video experience, which requires a lot more
thought, effort, technology, and movie-like appearances in the
game. So, that has obviously increased the cost
significantly. Secondly, there is the increase in the cost of
developing across these really advanced technical platforms, like
PlayStation 3 and Xbox 360, compared to the type of platforms
we had five years ago. Thirdly, in game studios today
there will be over 100 people working on a game.
At a business level, Havok is providing one
piece of software to work across a huge range of
hardware that varies greatly in complexity:
sophisticated PCs, sophisticated PlayStation 3 consoles with lots
of special processing units, and then right down to
mobile devices with limited capabilities at the moment.
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