For me, the main benefit of Havok4 is that sculpted prims are solid instead of being confined by awkward bounding boxes – no long needing invisiprims underneath sculpted objects saves prims, makes them more realistic, and may lead to their wider use.
But then, I’m not a scripter, so I leave it to this video to give a hint of what Havok can do in creative and capable hands:
[youtube=http://youtube.com/watch?v=wkt2T68QaLQ]
Well, this game was made in havok1, and will works better in havok1, in havok four however, the marbles run so much smoother, and you don’t get a random ‘bounce’ from time to time, but with the immaturity of havok4 at the moment, it has some bugs, but is still very playable, sculptis still have a spherical bounding box (Linden Labs will not have mesh for collision, because they do not wanna load the images for the sculpits server-side), but with havok4 however, I can add alot more moving things, with alot more players with less lag…
-Moy Loon
Wonderful stuff Moy! We’re running some simulations using Havok4 as well…nothing half as fancy, really just toying with some scripts and seeing what the physics engine does deep down inside. And absolutely on lag – almost impossible to crash a sim but we’ve done it! hehe