
Logo by "Virtual Nomad"
Original Thread
If you don't want to read the original thread, Xeno Physics is basically Havoc 2.0 physics partially ported to DarkBASIC Professional
I know that this stuff was mostly posted a while ago by "The Xeno Physics Man" who was actually me

but the keywords file was horribly incorrect, I put a 1KB file instead of the proper 13KB file.
This pack includes:
Latest released XenoPhysics.dll
Latest released Xeno Physics Source Code
3 Demos
Source Code (.dba) for 2 of those demos
Readme file
Readme file for source code
Download:
Headers that you have to include for the source code:
//
//Havok headers
//
// Math and base include
#include <Common/Base/hkBase.h>
#include <Common/Base/System/hkBaseSystem.h>
#include <Common/Base/System/Error/hkDefaultError.h>
#include <Common/Base/Memory/System/Util/hkMemoryInitUtil.h>
#include <Common/Base/Memory/System/hkMemorySystem.h>
#include <Common/Base/Monitor/hkMonitorStream.h>
// Dynamics includes
#include <Physics/Collide/hkpCollide.h>
#include <Physics/Collide/Shape/Convex/ConvexVertices/hkpConvexVerticesShape.h>
#include <Physics/Collide/Shape/Convex/ConvexVertices/hkpConvexVerticesConnectivity.h>
#include <Physics/Collide/Shape/Convex/ConvexVertices/hkpConvexVerticesConnectivityUtil.h>
#include <Physics/Collide/Util/hkpTriangleCompressor.h>
#include <Physics/Collide/Agent/ConvexAgent/SphereBox/hkpSphereBoxAgent.h>
#include <Physics/Collide/Shape/Convex/Box/hkpBoxShape.h>
#include <Physics/Collide/Shape/Convex/Sphere/hkpSphereShape.h>
#include <Physics/Collide/Dispatch/hkpAgentRegisterUtil.h>
#include <Physics/Dynamics/hkpDynamics.h>
#include <Physics/Dynamics/World/hkpWorld.h>
#include <Physics/Dynamics/Entity/hkpRigidBody.h>
#include <Physics/Utilities/Dynamics/Inertia/hkpInertiaTensorComputer.h>
#include <Common/Base/Thread/Job/ThreadPool/Cpu/hkCpuJobThreadPool.h>
#include <Common/Base/Thread/Job/ThreadPool/Spu/hkSpuJobThreadPool.h>
#include <Common/Base/Thread/JobQueue/hkJobQueue.h>
// Visual Debugger includes
#include <Common/Visualize/hkVisualDebugger.h>
#include <Physics/Utilities/VisualDebugger/hkpPhysicsContext.h>
//key code
#include <Common/Base/KeyCode.h>
// Classlists
#define HK_CLASSES_FILE <Common/Serialize/Classlist/hkClasses.h>
#include <Common/Serialize/Util/hkBuiltinTypeRegistry.cxx>
//
//Havok libraries
//
#pragma comment ( lib, "hkBase.lib" )
#pragma comment ( lib, "hkInternal.lib" )
#pragma comment ( lib, "hkGeometryUtilities.lib" )
#pragma comment ( lib, "hkVisualize.lib" )
#pragma comment ( lib, "hkSerialize.lib" )
#pragma comment ( lib, "hkSceneData.lib" )
#pragma comment ( lib, "hkCompat.lib" )
#pragma comment ( lib, "hkpConstraintSolver.lib" )
#pragma comment ( lib, "hkpCollide.lib" )
#pragma comment ( lib, "hkpDynamics.lib" )
#pragma comment ( lib, "hkpInternal.lib" )
#pragma comment ( lib, "hkpUtilities.lib" )
#pragma comment ( lib, "VdbClient.lib" )
I take absolutely NO CREDIT for Xeno Physics, all credit goes to Xarshi, the creator of Xeno Physics, and the credit for the demos go to their original creators. (forgot who made them though)
-TZK
PS. I am going to attempt to put most of xeno's features into FPSC as soon as I can get it to compile