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Havok/Ogre3D/3ds Max integration/pipeline test

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Uploaded by on Jan 17, 2009

Video from first day prototype of FYP implementation using Ogre3D/Havok.

More info (blog, code) at http://daniel.ie/

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Science & Technology

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Standard YouTube License

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Uploader Comments (TheToast)

  • heh, just came across this. I'm curious how you went about your integration. I used OgreMax to export a .scene and then I wrote my own parser to convert that into my own format to match up with the bodies that are loaded in a hkpPhysicsSystem.

  • I just used Ogre entity names and Havok Physics rigid body names and that was sufficient for what I was doing.

  • I don't actually know. I picked some random one from YouTube's AudioSwap that was pretty quiet. I wanted to remove audio altogether but couldn't see any way to do that.

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