Physics Engine: Havok Group Description Games using a version of the Havok Physics engine to emulate dynamic and unscripted physics. [edit description| add games| view history]. The oldest, largest and most accurate video game database covering over 260 platforms from 1950 to date! Havok AI is a navigation system designed for dynamic environment with physics and animation in mind. In addition to the core set of services such as ultra-fast navigation mesh generation, Havok AI provides a wide set of tools to support a wider range of game genres. Havok AI includes features such as navigation volumes.
During our, we announced our partnership with Havok to build a next-generation physics system for Unity. Today, we want to give you more details on what we’ve been collaborating on. When Worlds Collide When we first set out to build our, we wanted to empower creators to build rich, interactive, and dynamic worlds.
To achieve this, we needed a high performance, data-oriented physics system. Through our collaboration with Havok, we were able to develop a brand new physics engine built on the DOTS technology. This allows us to create physics simulations that are scalable, deliver exceptional performance, and are compatible with modern networking needs. The new solution consists of two offerings: Unity Physics and Havok Physics. Unity and Havok Physics both interface with the DOTS framework, which means that although they serve different production needs, it is possible for a project to seamlessly transition from one solution to the other or use them both simultaneously for different use cases. Both solutions benefit from the same powerful, accessible tools and workflows Unity users have come to rely on for their real-time interactive content. The DOTS framework allows us to build a single data protocol for physics.
This means you can author your content and game code once and it works with either Unity Physics or Havok Physics. See the below diagram for an architectural overview of how the two physics systems are integrated with DOTS.
Unity Physics The Unity Physics integration represents the default physics system in Unity for DOTS-based projects and is currently in Preview release form. It is backed by our own DOTS physics solver and written using the C# DOTS framework.
By using a stateless design and not leveraging caching, we are able to simplify the complexity of Unity Physics, empowering people to easily tweak, modify, and learn as we evolve the system. Our goal is to give the power back to you as creators and let you easily extend the system to meet your production needs. The Unity Physics system offers the following:. The cache-less design is compatible with network rollback architecture for input critical simulations such as fighting games, first-person shooters, etc. Interoperable and data-compatible with Havok Physics. Unity Physics is available right now via the and is compatible with the latest release.
Havok Physics The Havok Physics integration represents a high-end solution for customers that have more complex physics needs. The solution is backed by the industry-leading Havok physics engine that powers over half the top titles of this console generation and brings a wealth of performance and stability enhancements for complex physics simulation needs.
It uses the same C# DOTS framework as Unity Physics but is backed by the closed source, proprietary Havok Physics engine in native C. The Havok Physics system will offer the following:. Caching system provides stability and high performance for complex scenarios such as stacks of dynamic rigid bodies; systems of rigid bodies constrained together; fast-moving rigid bodies; and scenes with lots of dynamic rigid bodies. Interoperable and data-compatible with Unity Physics. The Havok Physics package will be available later this summer. Our vision for the future of physics in Unity is to provide a complete physics solution that supports new workflows for creating, editing, and debugging physics simulations.
We see this partnership as the next step in empowering you as creators to build these rich, interactive, and dynamic worlds. If you’d like to join in on the discussion, head over to the and let us know what you think. We’re always eager to understand our customers needs so feel free to share problems, insights, requirements, and any feedback you have about our new physics systems! First, it would be really helpful to start with some pre-existing reference points for familiar concepts and then directly contrast them with what changes in thinking are required.
Frame this in the context of benefits: what used to be the status quo (and what did we call it) and what new superpowers are these new tools going to give us? What, if any, will the tradeoffs look like? Are there demographics for whom this might be interesting but still best served by the previous options? Then, it wouldn’t hurt to offer some side-by-side looping animated gifs of simple scenes processed through both engines for comparison, ideally showing cases where Unity is better, Havok is worth the money, and where they are roughly the same. The other aspect you should consider is that this isn’t really just about Unity vs. Havok; for the working Unity Dev, it’s PhysX. This is a meaningless update without a discussion around realized performance benefits.
The DOTS model significantly reshapes game architecture — and so what is missing here are quantitative talking points around why the architecture change is worth adopting. For example — for this physics system rewrite news to be meaningful there needs to be an accompanying discussion of realized performance gains in real-world game scenarios. Unity’s new physics is 1.5x faster than PhysX per time step” Tech demos don’t quantity the improvement and until I see this hard evidence I am totally unconvinced.
When I have heard about new physics system I have almost jumped, but after reading all info I’m not so sure anymore. As I know Unity is going to keep old system based on Physx. Are some of it’s functionality that are not working properly going to be repaired. I’m talking especially about OnCollision events that are not giving us proper informations about collision. I have made my own investigation about Physx and it looks like it is possible to get orientation an position of a body during contact, so we can later get the exact position of it on a collider. I’m not a Physx specialist but got the data from this site: Will new Physics systems solve OnCollision events in different (proper way) than current one?