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This demo shows the use of proxy collision models for objects in the scene. The display geometry is shown normally, but the geometry used to actually represent the object in the physics simulation is superimposed (with front-face culling enabled). We have 2 armchairs being simulated on a planar surface. One is modelled in the physics engine as a sphere and rolls around when pushed. The second is modelled as a collection of connected boxes to attempt to capture the shape of the armchair more accurately. This is slightly slower to model that the sphere but much faster than actually simulating the actual geometry of the armchair itself (easy to do, but slow to simulate).

Controls:
LEFT MOUSE BUTTON: interact with the scene

 


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