Skip navigation

Category Archives: Card Kingdom

I posted the following on the Card Kingdom development blog.

This week I will be working on integrating Havok Physics into our engine. Our previous engine used Newton Dynamics, of which I have previous experience with on other projects. I hadn’t used it in a while before the previous engine so I had to get reacquainted with the API. It hadn’t changed much on the outside, but how physical interactions and materials worked was completely new. In the end, I managed to wrap Newton in a logical and useful way.

Havok and Newton share many of the same concepts, but their implementations could not be more different. Newton is a C API, with discrete functions for handling all aspects of the system, while Havok is a C++/object oriented approach. The more I learn about Havok, the more I appreciate Newton for its relative simplicity. I’ve only scratched the surface of the iceberg that is Havok physics.

I posted the following on the Card Kingdom development blog.

One of the new features that I wanted for the engine this go-around was the ability to script the entire engine. Previously, any change to the game, be it game play, adding a new component, or what have you, required a full recompile of the code base. This takes time and we are constantly discovering that time is the one thing in short supply. Scripting the entire game would mean that any changes, updates, fixes, etc. would only require a restart of the application. Testing time would be drastically reduced. Problems could be resolved quickly and efficiently with minimal time wasted. Smaller applications, such as a model viewer or an in-engine editor, can be quickly created and aid in the development of the actual game.

Read More »