Havok Tech Powering Assassin's Creed IV, Watch Dogs and The Division
Havok, a leading provider of game development technology, announced today that its Havok Physics is powering a number of next-gen Ubisoft titles, including Assassin's Creed IV Black Flag. Making use of Havok Physics, the Ubisoft Montreal development team was able to bring an unprecedented level of immersion to the massive world of Assassin's Creed IV Black Flag.
Havok's technology is also being used in a variety of future Ubisoft games, including action titles such as Watch Dogs and Tom Clancy's The Division, both slated for release on next-gen hardware platforms. The publisher is leveraging Havok technology across platforms to ensure a consistent experience on PlayStation4 computer entertainment system and on Xbox One, the all-in-one games and entertainment system from Microsoft, as well as across PlayStation 3 computer entertainment system, Xbox 360 games and entertainment system from Microsoft, the Wii U system from Nintendo and Windows PC.
"Assassin's Creed IV Black Flag had many specific challenges related to physics that Havok has been instrumental in solving - first and foremost was simulating early 18th-century ships on a roaring ocean," said Sylvain Trottier, associate producer at Ubisoft. "Making use of Havok Physics, we were able to ensure that the player's gameplay experience was just as rich and enthralling on sea as it is on land."
"Ubisoft consistently delivers compelling titles that rely on immersive experiences to draw players in, and we're honored to work with them to bring our comprehensive physics solutions to their popular franchise," said Brian Waddle, vice president of worldwide sales and marketing at Havok. "Havok's support stretches to every major console, PC and portable system, so it's perfectly tailored to massive titles - like Assassin's Creed IV Black Flag, Watch Dogs and Tom Clancy's The Division - that are being adapted to multiple platforms."
Havok Physics is an industry-leading tool offering robust collision detection and physical simulation technology, which has been used in more than 400 released titles from leading game developers as well as scores of in-development projects.
Senior Member
Posts: 1109
Joined: 2006-06-19
Senior Member
Posts: 18495
Joined: 2009-01-06
Yeah, but what I was wondering was is this the first game to use both physics engines.
Havok for the main physics engine in Watch Dogs with some PC specific tacked on PhysX effects would be ideal, even for AMD users.
Senior Member
Posts: 1181
Joined: 2013-02-22
No game should even use PhysX since NVidia are lame and have it proprietary.
Senior Member
Posts: 3222
Joined: 2011-05-10
Yeah, but what I was wondering was is this the first game to use both physics engines.
Havok for the main physics engine in Watch Dogs with some PC specific tacked on PhysX effects would be ideal, even for AMD users.
There wouldn't really be a need though considering CPU based PhysX isn't anywhere as bad as people like to make it out to be:
http://www.codercorner.com/blog/?p=914
Either way the APEX module can be added to games that don't use CPU based PhysX, the APEX Turbulence in CryEngine demo demonstrated this as well:
http://www.youtube.com/watch?v=pCmcUfGY2iM&feature=c4-overview&list=UUXypzvqBJsHt2if9B_wfAbA
No game should even use PhysX since NVidia are lame and have it proprietary.
I'll take real-time physics over scripted any day.
Senior Member
Posts: 9311
Joined: 2008-01-06
It runs perfectly fine to be honest.