World Library  
Flag as Inappropriate
Email this Article

Havok (software)


Havok (software)

Havok Technology Suites
Havok company logo
Developer(s) Havok (Microsoft)
Stable release 2011.2.0 / September 14, 2011 (2011-09-14)
Operating system Windows, Windows RT, Windows Phone,[1] Unix, Linux, Android,[2] OS X, iOS, Xbox, Xbox 360, Xbox One, PS2, PS3, PS4, PSP, PSVITA, GameCube, Wii, Wii U
License Proprietary/Shareware

Havok is a middleware software suite developed by the Irish company Havok. Havok provides a physics engine component and related functions to video games.

On September 14, 2007, Intel announced it had signed a definitive agreement to acquire Havok Inc.[3] In 2008, Havok was honoured at the 59th Annual Technology & Engineering Emmy Awards for advancing the development of physics engines in electronic entertainment. On October 2, 2015, Microsoft announced it had acquired Havok.[4]


  • Products 1
  • Platforms 2
  • Usage 3
    • Video games 3.1
    • Other software 3.2
  • See also 4
  • References 5
  • External links 6


The Havok middleware suite consists of the following modules:[5]

  • Havok Physics: It is designed primarily for video games, and allows for real-time collision and dynamics of rigid bodies in three dimensions. It provides multiple types of dynamic constraints between rigid bodies (e.g. for rag-doll physics), and has a highly optimized collision detection library. By using dynamical simulation, Havok Physics allows for more realistic virtual worlds in games. The company was developing a specialized version of Havok Physics called Havok FX that made use of ATI and NVIDIA GPUs for physics simulations;[6] however, the goal of GPU acceleration didn't materialize until several years later.[7]
  • Havok Animation Studio: Havok Animation Studio is formally known as Havok Behavior and Havok Animation. Havok Behavior is a runtime SDK for controlling game character animation at a high level using finite state machines. Havok Animation provides efficient playback and compression of character animations in games, and features such as inverse kinematics.
  • Havok Cloth: Released in 2008, Havok Cloth deals with efficient simulation of character garments and soft body dynamics.
  • Havok Destruction: Also released in 2008, Havok Destruction provides tools for creation of destructible and deformable rigid body environments.
  • Havok AI: In 2009, Havok released Havok AI, which provides advanced pathfinding capabilities for games. Havok AI provides navigation mesh generation, pathfinding and path following for video game environments.
  • Havok Script: Havok Script is a Lua-compatible virtual machine designed for video game development. It is shipped as part of the Havok Script Studio.
  • Havok Vision Engine: On August 8, 2011, Havok announced their acquisition of German game engine development company Trinigy and their Vision Engine and toolset.[8]


Version 1.0 of the Havok SDK was unveiled at the Game Developers Conference (GDC) in 2000. The current release, Havok Version 2011.2, released in September 2011, is known to work on Microsoft Windows, Xbox and Xbox 360; Nintendo's GameCube and Wii; Sony's PlayStation 2, PlayStation 3, and PlayStation Portable; Linux; and on Mac OS X. Licensees are given access to most of the C/C++ source-code, giving them the freedom to customize the engine's features, or port it to different platforms although some libraries are only provided in binary format. In March 2011, Havok showed off a version of the Havok physics engine designed for use with the Sony Xperia Play, or more specifically, Android 2.3.[2] During the Microsoft's //BUILD/ 2012 Conference, Havok unveiled full technology suite for Windows 8, Windows RT and Windows Phone 8.[1]


Video games

Since the SDK's launch in 2000, it has been used in over 600 video games.

Other software

Havok can also be found in:

Havok supplies tools (the "Havok Content Tools") for export of assets for use with all Havok products from Autodesk 3ds Max, Autodesk Maya, and Autodesk Softimage. Havok is also used in the virtual world Second Life, with all physics handled by its online simulator servers, rather than by the users' client computers. An upgrade to Havok version 4 was released in April 2008 and an upgrade to version 7 started June, 2010.[10]

See also


  1. ^ a b Business Wire (via Yahoo press) (2012). "Havok™ to Showcase Full Technology Suite for Windows 8, Windows RT and Windows Phone 8 at Microsoft’s Build 2012". Yahoo press. Retrieved 2012-11-07. 
  2. ^ a b Engadget (2011). "Havok physics engine comes to Android 2.3, demoed on Xperia Play". Engadget. Retrieved 2011-03-05. 
  3. ^ Intel Corp (2007). "Intel To Acquire Havok". Intel Corp. Retrieved 2009-09-09. 
  4. ^ "Havok to join Microsoft". Microsoft. 2015-10-02. Retrieved 2015-10-02. 
  5. ^ "Product Overview". Havok. 
  6. ^ Shilov, Anton (2005). "Havok Intros Havok FX Engine to Compute Physics Effects on GPUs". Xbit Laboratories. Retrieved 2008-11-28. 
  7. ^ "Havok Physics Playstation 4 Demo". havokchannel. 2013. Retrieved 2013-02-20. 
  8. ^ "Havok Announces Acquisition of Trinigy". Retrieved 2011-08-12. 
  9. ^ "VPhysics". Valve Developer Community. Retrieved 2011-08-15. 
  10. ^ "Release Notes/Second Life Server/1.40". Retrieved 2010-09-27. 

External links

  • Official website
  • Havok Shockwave Demos

This article was sourced from Creative Commons Attribution-ShareAlike License; additional terms may apply. World Heritage Encyclopedia content is assembled from numerous content providers, Open Access Publishing, and in compliance with The Fair Access to Science and Technology Research Act (FASTR), Wikimedia Foundation, Inc., Public Library of Science, The Encyclopedia of Life, Open Book Publishers (OBP), PubMed, U.S. National Library of Medicine, National Center for Biotechnology Information, U.S. National Library of Medicine, National Institutes of Health (NIH), U.S. Department of Health & Human Services, and, which sources content from all federal, state, local, tribal, and territorial government publication portals (.gov, .mil, .edu). Funding for and content contributors is made possible from the U.S. Congress, E-Government Act of 2002.
Crowd sourced content that is contributed to World Heritage Encyclopedia is peer reviewed and edited by our editorial staff to ensure quality scholarly research articles.
By using this site, you agree to the Terms of Use and Privacy Policy. World Heritage Encyclopedia™ is a registered trademark of the World Public Library Association, a non-profit organization.

Copyright © World Library Foundation. All rights reserved. eBooks from Project Gutenberg are sponsored by the World Library Foundation,
a 501c(4) Member's Support Non-Profit Organization, and is NOT affiliated with any governmental agency or department.