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 19 12
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继SONY之后,HAVOK也开始放卫星了

http://www.havok.com/content/view/448/53/

Havok 4.5 Unleashed  


Enabling Scaling to Thousands of Dynamically-driven Game Objects and Characters
San Francisco, Calif., Jan. 23, 2007 – Havok announces today the official release of Havok 4.5, the latest update to its modular suite of artist tools and run-time technology.  Fully optimized for Sony PLAYSTATION®3, as well as Microsoft Xbox360 and Nintendo Wii, Havok 4.5 dramatically accelerates the development of cross-platform, cutting edge electronic games, meeting the needs of the world’s top developers and producers. Havok 4.5 allows game developers to scale game content to thousands of dynamically-driven game objects and characters, harnessing the full power and speed of next generation architectures.


Game developers using Havok Physics and Havok Animation products to develop for PS3 will be able to harness the full power of all the SPUs, while maintaining the complete flexibility of the Havok SDK. Havok architecture now scales strongly across all SPUs and runs between 5 and 10 times faster than Havok 4.0 for a typical game scene on the PS3.

“We made sure that we met our customers’ demand for a PS3 optimized version of Havok as soon as possible” says Havok CEO, David O’Meara. Comments Scott Kirkland, Technical Director at Evolution Studios and lead on PS3 exclusive title MotorStorm, “With its unparalleled environmental interaction and spectacular destruction, MotorStorm’s brutal, chaotic, off-road racing makes big demands on physics processing. Un-phased by the intense time pressures of our project, Havok rose to this next-gen challenge and provided us with an outstanding suite of professional tools, technology and support to help realize our vision. We’re now looking forward to collaborating with the Havok team on future Evolution products”.

Optimization for next generation platforms represents one of the largest development tasks ever undertaken by Havok.  Havok 4.5’s tools and SDK are designed to be modular and open, so they can be integrated easily into existing production pipelines, reducing the overall iteration time needed to create immersive game-play experiences and special effects. The Havok 4.5 suite is backed by expert support and professional services, leveraging the experience of almost 200 commercially released Havok-powered game SKUs.

Adds Havok’s David O’Meara, “The launch of Havok 4.5 represents the culmination of many thousands of man hours for the Havok development team. We’ve worked really hard to ensure that Havok technology is optimized for the next generation console platforms, and we’ve been really excited by the results. Havok 4.5’s ability to allow developers to massively scale game content will make it possible to develop even more compelling, realistic and complex worlds that harness the full power of new generation architectures.”

Havok 4.5 enhances Havok’s industry-leading game-play physics and animation products (Havok Physics™ and Havok Animation™).  It also brings to new levels Havok Behavior™, which accelerates development of sophisticated interactive character behaviors, and Havok FX™, which delivers an unprecedented level of physically-based “special effects” phenomena. The combined 4.5 solution represents a best-of-class SDK and tool set that puts power and flexibility in the hands of today’s leading game developers.


HAVOK 4.5版发布

号称能把PS3的SPU全用上

比HAVOK 4.0运算速度高5~10倍


使用HAVOK做的游戏

PS2:50 Cent、Brothers in Arms

XBOX:HALO2

XO: GRAW、OBLIVION、DEADRISING、LOST PLANET、DOUBLE AGENT

PS3:MOTOR STORM、KILLZONE2、HEAVENLY SWORD

PC:HALF-LIFE2、帝国3

PSP:KILLZONE


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火星科技终于来了:D



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GENJI也见过这个LOGO


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HAVOK確實不錯,好像f.e.a.r也是用的havok吧。

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自从ps3实机出现在e3之后,sony再也没有说过这样的大话

和有底气有实力敢如此牛逼的havok怎么比

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这个KZ2怎么完全消声匿迹了?是准备出来惊为天人还是咋地

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KILLZONE2、

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那美版摩托用4.0还是4.5啊

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这个引擎的表现还是很强的

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圣剑4也用的havok

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THP8貌似也用了Havok,严重丢帧和托慢

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有信心就好。。。

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引用:
原帖由 神气 于 2007-1-26 15:56 发表
THP8貌似也用了Havok,严重丢帧和托慢
havok是负责物理,和丢帧没什么关系。某游戏差不等于该游戏用的引擎差。360上有烂游戏,就等于360烂?什么逻辑

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引用:
原帖由 张国志老师 于 2007-1-26 19:43 发表

havok是负责物理,和丢帧没什么关系。某游戏差不等于该游戏用的引擎差。360上有烂游戏,就等于360烂?什么逻辑
什么都不懂就不要打肿脸充胖子了。

ps3/360计算物理难道用的是你家pc的CPU资源?

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引用:
原帖由 备常炭 于 2007-1-26 19:55 发表

什么都不懂就不要打肿脸充胖子了。

ps3/360计算物理难道用的是你家pc的CPU资源?
不知所云

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