What do you think about the idea of putting everything worth knowing about Hawok together in one thread?
Overview of Havok Physics in Unity - Unite Copenhagen - YouTube
Asking chatGPT: Why is the hawok physics engine so fast?
The Havok physics engine is known for its speed due to several factors:
- Optimized algorithms: Havok employs highly optimized algorithms that efficiently calculate and simulate physical interactions. These algorithms have been refined over years of development and are designed to minimize computational overhead.
- Parallel processing: Havok takes advantage of multi-threading and parallel processing capabilities of modern CPUs and GPUs. By distributing computations across multiple cores or processors, it can perform physics calculations in parallel, resulting in faster simulations.
- Collision detection techniques: Havok utilizes advanced collision detection techniques, such as bounding volume hierarchies (BVH), spatial partitioning, and efficient broad-phase algorithms. These methods enable the engine to quickly identify potential collisions and focus computation only on relevant objects, reducing the overall computational load.
- Continuous optimization: The Havok development team continually works on optimizing and improving the engine’s performance. They incorporate feedback from developers and leverage advancements in hardware technology to enhance the speed and efficiency of the engine.
- Customization options: Havok provides developers with various customization options, allowing them to fine-tune the engine’s behavior to suit their specific needs. This flexibility enables developers to strike a balance between performance and accuracy, optimizing the engine’s speed for their particular application.
It’s worth noting that advancements in hardware technology, such as faster CPUs and GPUs, also contribute to the overall speed and performance of physics engines like Havok.
also worth noting we dont have a pthread version so, it kinda doesnt work as intended or explained anywhere. probably more useful to first make a list of native havok features and then a comparison list of those features that are currently available in the web version. it’d also be nice to know which features are completely off the table ( its a paid product after all) , and which ones may come as they’re integrated into the new physics plugin.