Havok Sdk 2010 2.0-r1

For developers still maintaining a legacy codebase on this SDK, upgrading is a traumatic but necessary process.

Breaking changes after 2.0-r1:

Strategy for modernizing:


The headline feature. While Havok 2009 had experimental SPU support, 2.0-r1 made it deterministic. You could run broad-phase (sweep and prune) and narrow-phase (collision resolution) entirely on SPUs, leaving the PPU free for gameplay and rendering.

Result: Games like Uncharted 2 (which used a customized Havok build similar to 2.0) achieved hundreds of rigid bodies at 30fps without stutter. havok sdk 2010 2.0-r1

The 2.0-r1 release wasn't flashy. It didn't have liquid simulation or volumetric destruction. But it was solid. It was the SDK that said: "Give me 5ms of CPU time and I'll give you a world that feels heavy, real, and responsive."

If you still have a .chm help file from this SDK lying around on an old hard drive, back it up. That's game development history. For developers still maintaining a legacy codebase on


Do you have war stories from integrating Havok 2010? Did you ever crash the PS3 debugger with a corrupted hkpShape? Let me know in the comments—I know you’re out there.