Archive for June, 2009

Havok Physics Tutorial 1

Thursday, June 18th, 2009

Most gamers and video game developers know more or less what is Havok engine. Beside physics simulation and collision detection, Havok offers many other features, like animation, realistic cloth or dynamic destruction of rigid bodies. Being cross platform middleware, Havok is used in pretty large number of video game titles: from PC’s Painkiller, PSP Killzone: Liberation to Assassin’s Creed, Dead Space or Fallout 3 on modern video game systems. Best thing – you can try it for free and use it in your home-made game or demo application. After registration on Havok site, you get binary bundle featuring standard Havok Physics and Havok Animation products.

Havok logoIt could be hard for one to instantly “jump in” and create a simulation using Havok. Provided documentation is excellent and there are Havok software engineers on Intel Software Network to help and answer questions, but the SDK and it’s range of features are huge. Therefore I would like to write some tutorials or helpers about starting with Havok Physics 6.5.0. I believe that beside official support, it’s hard to find such information elsewhere, so hopefully it will help someone (or not, anyway – I’m going to write something).

Tutorial is intended for C++ developers, not artits or modellers (you can also use Havok in 3D modelling applications, like 3ds max), so you should have basic C++ skills and Microsoft Visual C++ IDE. I will present how to setup and link libraries, initialize Havok, create a flat surface and preview it in Visual Debugger. Of course all of it can be found in documentation and demos added to SDK, but I’ll try to compact everything here. Continue to tutorial with following link:

Havok Physics Tutorial part 1

Amazon.com – shopping

Monday, June 15th, 2009

I have recently done some shopping at amazon.com store. I bought two programming books not published in Poland, “Game Coding Complete 3rd Edition” and “Programming Game AI by Example”.

I had done some research before and it appears that both of them are fantastic books about game development. Third edition of Game Coding Complete was released recently, in March 2009. In principle, if a book has more than one edition, there are chances for that book to be good. I’m also waiting for third edition of best programming book I have ever read – Code Complete by Steve McConnell. Programming Game AI by Example should give me some prospect on AI programming. I have only used simple state machines to manage world entities behavior in my projects .

I can’t wait until my shipment arrives (It will take around 3 weeks, I have selected standard delivery terms). Until then I’m going back to reading Real-Time Rendering.

Introduction

Friday, June 12th, 2009

Hello dear reader, my name is Piotr Pluta. I have recently graduated from college (Computer Science at University of Technology in Opole, Poland), so I would like to spend some of my free time discussing coding, development and other subjects here.

I am interested in web development (my M.A. thesis was titled “The accessability and usability in methodology of creating Web services for disabled people”) and game development (recently I was programming “Imagine Cup” competition entry game, titled Malaria Control). You can find my portfolio and works on this page, just follow the links in right panel.

This is my first attempt in blog field, so I will appreciate all feedback. I use Wordpress, because it is a reliable, popular platform and I can customize it to match my own needs.