Improved handling of physics across massive game environments without precision loss.
| Issue ID | Description | Patch Solution | |----------|-------------|----------------| | | SPU solver – memory overwrite in hkpSolverContact when > 256 contacts. | Added bounds checking; dynamic contact buffer reallocation. | | HK-4225 | Multithreaded determinism failure – floating-point operation order changed per thread. | Enforced strict FPU rounding mode ( hkMath::setRoundingMode ) and deterministic reduction steps. | | HK-4230 | CCD misses for thin capsules against fast-moving triangles. | Increased sweep refinement steps; added speculative contact caching. | | HK-4233 | hkpWorld step crash when removing rigid body during collision callback. | Delayed removal queue; safe iteration guard. |
Dedicated systems for managing player and NPC movement within a physical world. Why "Patched" Versions Matter
: This utility, often distributed with the 2010.2.0-r1 SDK, is used by modders to convert modern .FBX 3D files into Havok’s proprietary .HKX format.
Improved handling of physics across massive game environments without precision loss.
| Issue ID | Description | Patch Solution | |----------|-------------|----------------| | | SPU solver – memory overwrite in hkpSolverContact when > 256 contacts. | Added bounds checking; dynamic contact buffer reallocation. | | HK-4225 | Multithreaded determinism failure – floating-point operation order changed per thread. | Enforced strict FPU rounding mode ( hkMath::setRoundingMode ) and deterministic reduction steps. | | HK-4230 | CCD misses for thin capsules against fast-moving triangles. | Increased sweep refinement steps; added speculative contact caching. | | HK-4233 | hkpWorld step crash when removing rigid body during collision callback. | Delayed removal queue; safe iteration guard. |
Dedicated systems for managing player and NPC movement within a physical world. Why "Patched" Versions Matter
: This utility, often distributed with the 2010.2.0-r1 SDK, is used by modders to convert modern .FBX 3D files into Havok’s proprietary .HKX format.