Havok Sdk 2010 2.0-r1 __hot__ -
Dusting Off the Classics: A Look Back at Havok SDK 2010 2.0-r1
2. The Core: The Physics Engine Architecture
The heart of the 2010.2.0-r1 SDK is the hkPhysicsWorld. Unlike modern engines that often abstract physics away, Havok 2010 required a deep understanding of the simulation island architecture. havok sdk 2010 2.0-r1
For developers working with the 2010 2.0-r1 release, the technical setup was strictly defined: Dusting Off the Classics: A Look Back at Havok SDK 2010 2
2.1 The Core Modules
| Module | Purpose |
| :--- | :--- |
| hkBase | Memory allocation, containers (hkArray, hkMap), string management. Replaced the older hkString system with SSE-optimized allocators. |
| hkPhysics | The heart. Rigid bodies, constraints, collision queries, and the hkpWorld simulation island system. |
| hkCollide | Narrow-phase collision detection. Supported primitive-sphere, capsule, box, convex hull, and mesh shapes. Included GJK/EPA for convex vs. convex. |
| hkAnimation | The Havok Animation engine (often bundled separately, but integrated in 2010.2.0). Included retargeting, blending, and bone masks. |
| hkBehavior | An early version of Havok Behavior (predecessor to Havok AI and full Behavior), used for scripted physical interactions. | Requires vcomp90
That markForWrite() / unmarkForWrite() lock pattern drove everyone crazy, but it also meant zero race conditions on the PS3’s SPUs.
- Requires
vcomp90.dll/vcomp100.dll(OpenMP) – ensure they are installed. - May need D3DCompiler_43.dll for cloth/visual debugger rendering.