Before using Havok, we wrote scrapped and rewrote our physics system at least 3 times. Havok was easy to integrate into our engine and pipeline and is more powerful, flexible and efficient than any of our attempts had been. We have no future plans to do a project without Havok. Havok allowed us to stop spending time on core physics and concentrate on taking the physics and making it fun.
The Havok physics engine in Carnival Games doesn’t just make things look good– it’s an essential part of game play. Havok’s rigid body dynamics, including collision detection, allow us to build experiences for the player that are as realistic and fun as possible. Such things as bottles collapsing and falling in the Milk Bottle Throw, and bowling balls spinning and rolling in Bowler Coaster, all leverage rigid body dynamics.
Havok's flexibility and ease of use have made it one of our cornerstone development tools and almost a recognizable 'character' within the Halo 3 engine. Its elegance and scalability mean that it adds features and value to our engine, and yet integrates seamlessly without impacting performance.
Using the Havok Physics system allows us amp up the force in unexpected ways in Star Wars: The Force Unleashed – it’s an important part of our focus on the simulation-based gameplay rather than relying solely on reactions.
Havok is one of the key pieces of technology which allowed us to make everything in World in Conflict dynamic and destructible. The engine's excellence in robustness and performance is paired with world class support.