Havok Physic Engine on PSP?

McFly

Veteran
http://forums.gaming-age.com/showthread.php?threadid=84368

Havok to provide game dynamics solutions for PSPTM
Havok physics engine to be ported to Sony Computer Entertainment Inc.'s new platform.

San Jose, California, March 24th 2004 - 2004 Game Developer's Conference- Havok, the gaming industry's leading supplier of real-time physics solutions, announced today that it will support PSPTM, the recently announced platform from Sony Computer Entertainment Inc. Havok will be porting and optimizing the Havok Physics Engine for PSPTM and will be working closely with game title developers to ensure the Havok solution meets the needs of game software production on PSPTM.

"PSPTM is an incredibly exciting platform for Havok. It will be great to port to PSPTM which has the power to leverage Havok's collision detection and game dynamics products. Our experience of delivering solutions on existing game consoles, including Playstation®2 computer entertainment system, gives us confidence that we will soon be providing a really compelling solution for game title developers on this new platform."

If true, that means the CPU of the PSP is better then I thought.

Fredi
 
You can utilise Havok in many ways, from simple collision detection to more complete physics simulation.
Doesn't necessarily mean that PSP will be a physics monster.
 
rabidrabbit said:
You can utilise Havok in many ways, from simple collision detection to more complete physics simulation.
Doesn't necessarily mean that PSP will be a physics monster.

You're right. It could be any kind of implementation, therefore we'll have to see at what extent PSP will be able to run it.

Havok can choke even the most powerful high end computer today, under the "right" situations...
 
PSP's CPU is not bad: considering the bulk of T&L will be done by the GPU, we have around 2.6 GFLOPS of power given by the VFPU and the FPU attached to the R4000i processor.

Utilizing them should not be too cumbersome as they should be sitting on the co-op pipes as co-processors: the compiler should be able to address them like it did for the SH-4's FPU and Vector Engine, PSOne's GTE ( C libraries ), G4's Altivec and G5's VMX.

I expect the over-all memory solution not to be too high latency: we should still have some e-DRAM even if they decide to cut-back and add external RAM.

I think they saw that the RISC core in the Emotion Engine was one of the biggest bottlenecks and they should start to address that issue with PSP.
 
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