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DarkBASIC Professional Discussion / [LOCKED] Advanced Havok GDK - Ipion's Virtual Physics SDK

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FXTC
19
Years of Service
User Offline
Joined: 3rd Jul 2004
Location: CzechRepublic
Posted: 29th Oct 2005 18:48 Edited at: 29th Oct 2005 19:11
"Dont Steal software" Download it instead...

Please use this software in pre product code only. If you wish to release the software with an un-licensed copy of the IVP-SDK don’t come crying to me when you get the fine.

If you are not a programmer, then please don’t waste any ones time downloading this!!!

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Ipion's Virtual Physics SDK

Features: Ipion's collision detection system has all the necessary features, including broad and narrow phase algorithms, and functions and utilities for generating collision volumes from meshes. You can apply forces to the objects through actuators, such as motors, springs, and even a simple buoyancy simulation. The system supports a constraint system where you can specify the degrees of freedom between the constrained objects or use built-in joints, such as hinge or ball-and-socket.

Documentation: The manual is a relatively scant 76-page Mcft Word document. It covers the main features, but it does not go into great depth, making thorough examination of the samples and header files imperative. It would have been very helpful to have all of the classes fully explained and an overall description of the architecture. Tuning parameters are hardly documented. The examples are numerous, providing a demonstration of the complete functionality of the system, as well as creating a starting point for most situations one would typically encounter in the development of a game. The example code comments are a little sparse. All of the examples are in an example framework, so it's hard to tell how to use the engine on its own.

Ease of use: The library has been engineered as a class hierarchy. Objects need to be allocated and owned by the system. Sometimes the public sections of classes have many "comment enforced" rules. We could not find a clear way to control the simulator step-size. No access is provided to the low-level dynamics algorithms, such as the contact solver.
Collision detection with random polygons in Ipion's Virtual Physics SDK.

Production: Ipion doesn't include much in the way of production tools. There are no exporters for standard 3D modeling packages, nor any importers for generic 3D model files. Quake 2 .BSP files are supported with sample code. Most of the example programs generate models using custom code. Users would need to create tools in order to let artists try out their models easily. Ipion does provide a tool for creating a custom convex hull for complicated concave models; however, this tool doesn't load any standard file formats, either. There is an example of saving internal collision information to disk, but it is not documented and doesn't appear to be cross-platform-safe or version-controlled. The engine supports PC and Playstation 2. Ipion has licensed the complete source code to game developers in the past, although it's not clear if the Havok acquisition will affect this stance.

Integration: As mentioned above, the class hierarchy might make integration with an existing architecture more difficult than with a more procedural API. The classes are well organized and mostly documented. The libraries are composed of two pieces, the physics engine and the surface builder, which allows users to create optimized convex hulls from polygon meshes at run time. If you don't need the surface builder function, you can choose not to include it.

Input and feedback: The engine has a few different ways of physically affecting the simulation, including applying impulses to objects and attaching actuators and controllers (like springs, magnets, and user-defined impulses). Ipion includes a class of "listeners" that allow the game to get information about objects and collisions in the system. With these you can determine if objects are actively being simulated or are "asleep." The collision events are very important for adding things like sound effects to a game. These listeners look very useful, though they are not terribly well documented.
A car built by connecting rigid objects with springs in Ipion's Virtual Physics SDK.

Cost: The base price for the Ipion SDK is $50,000 to $60,000 for a single title. Royalty-based fees can be negotiated on an individual basis.

Technical support: Technical support for the Ipion system is now handled by Havok. They have a web-based forum for answering developer questions as well as telephone and e-mail support. It is not yet clear how support will be handled between the Havok and Ipion packages.

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Full review

http://www.gamasutra.com/features/20000920/lander_02.htm (Must be registered)


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Download

http://xxxxxxxxxxxxxxxxxxxxx

AMD 2,4 512MB RAM,2x200GB hdd,GforceFX5700GT128MB
Ric
19
Years of Service
User Offline
Joined: 11th Jul 2004
Location: object position x
Posted: 29th Oct 2005 21:09
Sorry for being dumb, but ........ why did you post this here? Is this anything to do with Dark Basic? And why post a download link that obviously doesn't work? And how many people on this forum have $60,000?

OSX Using Happy Dude
20
Years of Service
User Offline
Joined: 21st Aug 2003
Location: At home
Posted: 29th Oct 2005 23:02
Locked.

Come to the third DarkBasic Pro Sci Fi Con - Be there and be square
Blog:http://spaces.msn.com/members/BouncyBrick/
Web Site:http://www.nicholaskingsley.co.uk

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