Havok for UBs

Discussion in 'Games' started by RoxStrongo, Mar 2, 2006.

  1. RoxStrongo macrumors regular

    RoxStrongo

    Joined:
    Oct 8, 2005
    Location:
    Bournemouth, UK
    #1
    Anyone know if UBs will affect the position of Havok SDK for mac? Its incompatibility has previously been cited as a reason for half-life 2 not to be ported, as well as a few other things. If things are different now though that would be awesome.
     
  2. amholl macrumors 6502

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    Dec 21, 2004
    Location:
    Boston
  3. Uma888 macrumors 6502

    Joined:
    Jan 10, 2005
    Location:
    Birmingham, United Kingdom
    #3
    Comic book guy--Simpsons?
     
  4. EvilDoc macrumors 6502a

    EvilDoc

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    Jun 30, 2005
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    Circumventing the multi-verse...
    #4
    OSX would have to support DX9, which i doubt will happen any time soon..
     
  5. Eric5h5 macrumors 68020

    Joined:
    Dec 9, 2004
    #5
    Why in the world? If you're talking about Havok, that's a physics engine and has nothing to do with DX9. If you're talking about Half-Life 2, that would simply be converted to OpenGL like every other Mac port out there (well, almost every). If Valve would allow it, that is, which they won't, not without an insane amount of money.

    As has been said many many times, the issue with Havok has nothing whatsoever to do with the CPU...nothing has changed at all. Sorry. Half-Life 2 will never be ported, Havok or no Havok, Intel or PPC, it makes no difference.

    --Eric
     
  6. Veldek macrumors 68000

    Veldek

    Joined:
    Mar 29, 2003
    Location:
    Germany
    #6
    As some have said before, there are no huge problems in porting Havok. It's the fact that it's so expensive that porting companies won't take the risk.
     
  7. bousozoku Moderator emeritus

    Joined:
    Jun 25, 2002
    Location:
    Gone but not forgotten.
    #7
    That's the trouble when you design something specifically for one platform. If Microsoft would dump DirectX for some reason, a lot of companies probably wouldn't continue because their software isn't designed with portability in mind.
     
  8. Marathon4ever macrumors regular

    Joined:
    Jan 28, 2006
    Location:
    Massachusetts
    #8
    Havok will not be for UBs, but it will be for Intel... hell it's already for Intel. It's only matter of time before we see Half-Life 2. Everybody get ready!
     
  9. Eric5h5 macrumors 68020

    Joined:
    Dec 9, 2004
    #9
    It's for Windows, and it's staying on Windows, unless some crazed Mac-obsessed Half-Life 2 fan with a HUGE amount of $$ to burn pays Valve their licensing fee and takes a loss on it. Everybody get over it. :) You do understand the difference between a CPU architecture and an OS, don't you?

    There was no technical reason whatsoever why a Mac port of Half-Life 2 couldn't have started the minute the PC version was done (and finished a few months later). It's all about money. I'm going to keep repeating this until you get it...money, money, money, money, money, money, money. :) Forget Intel...all that does is save you having to fix endian problems. Money, money, money, money, money....

    --Eric
     
  10. jamdr macrumors 6502a

    jamdr

    Joined:
    Jul 20, 2003
    Location:
    Bay Area
    #10
    LOL, when you're right, you're right. I think people assumed that the reason there was never a port of Half-life 2 was that the Havok middleware is not available for OS X. Although Valve never explicitly said that this was the issue, in 2004 Uru (the Myst sequel) was cancelled for the Mac because it relied so heavily on Havok:

    In announcing Uru: Ages Beyond Myst's cancellation, Cyan Worlds indicated that porting the game's core physics engine proved to be an insurmountable problem for the unidentified company hired to do the conversion.

    And so people just thought that the same reason probably applied to the Half-life 2 port. However, according to Andrew Meggs (who was originally hired to work on a Half-life Mac port):

    It is technically easier to port Half Life 2 on Mac than it was for its predecessor. There are some other issues though. According to the sources, Valve's biggest hesitation isn't about the technical point but rather the financial one as Apple's market share, especially if we count only gamers, is currently very small and entry level Macs' graphic chips aren't powerful enough to fully support this game. The result is that the market for this port is really small, and can be qualified even smaller than it was for the development of the first Half Life which was discontinued.
     

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