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Havok Releases Free Version For PC Developers
Posted by
kdawson
on Sat May 31, 2008 06:14 PM
from the let-slip-the-dogs-of-physics dept.
from the let-slip-the-dogs-of-physics dept.
An anonymous reader writes "Havok has released the free version of its widely-used physics and animation engine (but without source code), including tools that integrate with Autodesk 3ds Max and Maya. Developers may use Havok for free for non-commercial games, middleware, and academic projects. Here are the SDK and tools."
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Submission: Havok Releases Free Version For PC Developers by Anonymous Coward
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cool (Score:1)
Re:cool (Score:5, Funny)
Why not go to Soviet Russia, where babe renders YOU!
Parent
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Don't complain (Score:5, Insightful)
I think it might be savvy, that if physics become common even in free games, that consumers won't want to pay for a commercial game unless it features physics as well.
I recall a while back someone was trying to create a homebrew engine that would play Jedi Knight levels, and it was a fairly impressive engine, except they couldn't finish it because they couldn't find a coder who could integrate even basic physics stuff. People looked and looked on all the usual sites, but it seems not many people know that stuff.
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Well, the problem is that using it in an open source game partially defeats the oint of the game being open source. Any which way, it is unlikely to be integrated with GPL'd works.
From the explanitory pages:
With the free download of Havok Physics and Havok Animation for the PC, you can develop and distribute your free PC Game or free PC application for no direct or indirect commercial value provided the Havok libraries are compiled and distributed with your application or game in an integral, non-separable way.
This sounds like the game must be distributed Gratis which is not guaranteed by the GPL.
Further, this is all specific to Windows PC game development. Non Windows development is not covered. This probably does not matter much as no non-windows binaries were made available. Similarly, console game devel
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How does it compare (Score:4, Interesting)
What I want to know is: how does it compare to the existing Open Source physics libraries, such as Bullet [bulletphysics.com] (which was made by an ex-Havok developer)?
Parent
Don't be silly! (Score:2)
> I think it might be savvy, that if physics become common even in free games,
> that consumers won't want to pay for a commercial game unless it features physics as well.
Very large numbers of extremely popular games don't need any physics, e.g. Puzzle Quest. And the majority of the game-buying public neither knows nor cares anything about physics or the engine that runs the game.
Consumers will pay for what they enjoy. Physics, presence or absence thereof, doesn't enter into their buying decisions.
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Re:Don't complain (Score:4, Interesting)
Of course, you could probably integrate this with a slew of commercial engines.
I'd say GPL restricts certain freedoms for the sake of others that are, in the opinion of the FSF, more important. Not a big deal from my perspective.
Parent
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Yes, though, the GPL is restrictive. I think people understand that (and the purpose of those restrictions) when they decide to use it.
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Amazingly enough, if you make inflammatory comments, your protestations that you don't want to start a flame war sound a little hollow...
Everything restricts some "freedom" or another. It's just a question of which rights are considered more appropriate to protect. The standard example is killing: we have decided, as a society, to restrict your right to kill other people, in favour of protec
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The GPL is certainly better than nothing, but I think a simpler, less restrictive license could largely still serve the same purpose for most OSS projects.
Re:Don't complain (Score:5, Interesting)
Parent
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In other words, it's fine to create GPL software that links with standard Windows li
open source != GPL (Score:2)
Re:Don't complain (Score:4, Informative)
If you do not want to grant others the freedom to your software that the GPL offers, then you should not license your code under the GPL and instead you should pick a more appropriate license.
Parent
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The problem is more the Havok license than the GPL (Score:3, Interesting)
The thing is, the Havok free license requires you to distribute your whole software package as binary only. That's incredibly un-friendly to Open Source. Sure, there could potentially be an open source license which doesn't require shared libraries you link to be open source as well (actually, in reading the GPL, I think you could make the case that you could even distribute your software under the GPL if it links to proprietary libraries, because in as much as those libraries are not really part of your pr
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That's just my 2c, though, I realize I'm in the minority.
Ok, I'll bite: (Score:3, Informative)
I don't know that the GPL expressely forbids linking to non-GPL libraries. However, there is definitely a license conflict between Havok and the GPL. .
From the Havok license:
"i. publicly demonstrate, and publicly distribute a Havok-enabled non-commercial end-user compiled, binary executable software application or game for the Windows PC Platform, in which the Software is compiled and distributed within the software application or game in an integral, non-separable way, for no direct or indirect commercia
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From the GPL side, you can -- but you cannot distribute the resulting work.
It doesn't. The GPL only governs redistribution.
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Warning: It's been a few months since I've touched physics engines... so maybe things have changed somewhat since then.
ODE's solver is horrendously slow compared to commercial physics packages. The plus side is that it has a more physically accurate solver... which unfortunately most games simply do not need. ODE is geared towards physical SIMULATIONS, whereas Novodex/PhysX and Havok are built more towards *looking* physically correct, as opposed to being *actually* correct. The difference is in the scale
Better late than never (Score:2, Funny)
Licenses are hard to read! (Score:2, Informative)
You can distribute a Havok-enabled game, as long as Havok cannot be separated from it by the end user.
You can distribute game middleware/game engines/game tools as long as Havok is not included in them at all (I guess the end user will have to get their own license)
Where game mods fit into this I am not sure.
I'm not a lawyer, blah blah blah
The above sentence is self-contradicting)
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Now you're kind of screwed on both ends.
Strike one! (Score:2)
It does seem to be more than a physics engine, though. It comes with an asset manager with plugins for 3DS, Maya and XSI to ease conversion of scenes into Havok. This could be seen as additional features or bloat depending your point of view.
Re:Strike one! (Score:4, Insightful)
Parent
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Just grab the free express edition of 2005 and get rid of VS 6. Unless you're stuck on Win9x, in which case good luck. You're going to need it...
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Something really simple that *really* annoys the hell out of me in any later version: in VS6, you can cancel the message window (i.e. make it disappear) by hitting escape. In later versions, you cannot.
In VS6 you can create keyboard macro's and bind them to any key you want. I've been looking for this option in later versions and could not find it.
In VS6, DevStudio was first and foremost a C++ environment wit
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Actually, they are: [microsoft.com]
why not GPL it? (Score:3, Insightful)
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It would be entirely possible for someone to use a hypothetical GPL version to make a commercial game; they would have to distribute the full source code to the game engine, of course, but the artwork, soundtrack, gameplay, etc could all remain non-free, so the game as a whole would be commercially viable.
Of course, it's true that only a tiny minority of commercial developers would be interested in that kind of business model, so maybe the open-source g
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Even if they can't use that work, they can certainly learn some of the tricks that Havok uses.
Now, if what you want is open source physics, check out ODE ( http:://ode.org [http] ) and bullet ( http://www.bulletphysics.com/ [bulletphysics.com] ) both are fully open source, both are well documented, and both are quite good, but aim at different usages.
OD
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Either way, the point ( while more or less true ) is academic. Both bullet and ode have collision detection as well as dynamics. It may very well be true that ODE is better at dynamics and Bullet is better at collision. But either way, you can use just one engine for both purposes.
Also, OPCODE is solely used in ODE for trimesh collision detection. ODE has had collision detection for primitive shapes ( cylinders, spheres, capsu
Futile gesture (Score:2)
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You mean "free as in crack cocaine - the first hit is on the house".
Still, it's a valid way to get developers interested in using your tools. Not everything in life is free, and they have the right to do this, same as other softwae companies did in the past (eg: Borland with Kylix licensing).
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Just because the FSF doesn't consider it to be 'free' does not mean that it is not. To the average user, consumer, and non GNU evangelist, this release is indeed 'free', as there i
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The term has been hijacked. Now if you want to argue that "free" should never be used in headlines without qualification, that is another story. But we could also argue that all FOSS stories should be tagged as such, and not just left as free, and let 'free' (without qualification of
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The full analogy is:
Free as in "Free Beer!" vs. Free as in "Free Speech."
jeez. They used to say that the hacker mentality tended towards very precise use of language. Sadly slashdot is getting sloppy all the time. You even see people saying that "42 is the meaning of life" when that is not anywhere near the very precise wording that made for a joke that stretched out over five thirds of a trilogy.
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Some people use language more precisely than others.
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Stop trying to redefine English you frigging Nazis. Free means whatever every English dictionary in the world says it means.