Havok Sdk 2010 2.0-r1 -
| Module | Purpose |
| :--- | :--- |
| hkBase | Memory allocation, containers (hkArray, hkMap), string management. Replaced the older hkString system with SSE-optimized allocators. |
| hkPhysics | The heart. Rigid bodies, constraints, collision queries, and the hkpWorld simulation island system. |
| hkCollide | Narrow-phase collision detection. Supported primitive-sphere, capsule, box, convex hull, and mesh shapes. Included GJK/EPA for convex vs. convex. |
| hkAnimation | The Havok Animation engine (often bundled separately, but integrated in 2010.2.0). Included retargeting, blending, and bone masks. |
| hkBehavior | An early version of Havok Behavior (predecessor to Havok AI and full Behavior), used for scripted physical interactions. |
The Havok SDK 2010 2.0-r1 is no longer legally available for public download. After Intel sold Havok to Microsoft (2015) and then to a private equity group, older SDKs became internal-only.
However, the SDK survives in two forms:
Legal note: You cannot redistribute the .lib, .dll, or .h files. But studying the concepts—constraint solving, island sleeping, and swept collision—is timeless.
include/
- Physics/
- Animation/
- Common/
lib/win32/
- hkBase.lib
- hkPhysics.lib
- hkAnimation.lib
Critical Dependencies:
While the run-time physics were the star, the Havok Vision Engine and the Visual Debugger (VDB) improvements in the 2010 release changed how developers worked.
The 2010 SDK rolled out a much more robust pipeline for artists, not just programmers. Previously, a physics collision mesh had to be hand-coded by a technical artist. The 2010 tools allowed for better integration with DCC tools (Digital Content Creation tools like 3ds Max and Maya). This meant that the jagged, unfair collision geometry of previous years began to smooth out. The "invisible walls" that plagued early PS3/360 games became less frequent, as the tools allowed developers to visualize collision hulls in real-time within the editor. havok sdk 2010 2.0-r1
#include <Common/Base/hkBase.h> #include <Physics/2010/Dynamics/World/hkpWorld.h> #include <Animation/2010/Animation/Playback/hkaAnimationControl.h>// Memory & stack hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault( hkMallocAllocator::m_defaultMallocAllocator, hkMemorySystem::FrameInfo(1024 * 1024)); hkBaseSystem::init(memoryRouter, errorReport);
// Physics world hkpWorldCinfo worldInfo; worldInfo.m_gravity.set(0, -9.8f, 0); worldInfo.m_simulationType = hkpWorldCinfo::SIMULATION_TYPE_DISCRETE; hkpWorld* world = new hkpWorld(worldInfo); | Module | Purpose | | :--- |
// Animation system (optional) hkaDefaultAnimationControl* animControl = new hkaDefaultAnimationControl(animationBinding); animControl->setMasterWeight(1.0f);