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Product: Havok Physics Technology Included In 3ds Max 9

Video game physics middleware company Havok has announced that its real-time physics technology has been once again included within Autodesk's recently released 3ds Max ...

Jason Dobson, Blogger

October 18, 2006

1 Min Read

Video game physics middleware company Havok has announced that its real-time physics technology has been once again included within Autodesk's recently released 3ds Max 9, extending the long running relationship between the two companies. As in previous versions, Havok’s physics technology is specifically adapted for use by Autodesk within the 3ds Max 9 graphics creation tool. According to Havok representatives, the software’s 64-bit architecture allows for working with large datasets required for next-generation digital content creation. The upgrade of Havok Physics in 3ds Max 9 also means that greater numbers of interacting objects can be simulated in real time, helping digital artists manage the increasing complexity of 3D datasets characteristic of next-generation game, film, broadcast and design development. Havok's physics technology has played a central role in a number of popular video games, including Halo 2, Half Life 2, The Elder Scrolls IV: Oblivion, Age of Empires III, Saints Row and Cars. In addition, the technology has also been used in feature films as well, such as Poseidon, The Matrix, Troy, Kingdom of Heaven and Charlie and the Chocolate Factory. “Autodesk 3ds Max 9 has been optimized to improve the workflow of digital artists creating content for next-generation games, captivating film and television, and inspiring design visualizations,” said Michel Besner, Autodesk’s Media & Entertainment senior director of product management. "To achieve this, we’ve focused on addressing the challenges of working with large amounts of complex data. One of the solutions that has been incorporated into 3ds Max 9 is Havok Physics. This technology improves the scalability of the physics simulation, giving artists the ability to create far more realistic environments.”

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