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In March 2016, Nvidia officially discontinued the use of Havok in their professional products, including the PhysX SDK for graphics chips, and the Havok Physics for the PhysX SDK for CPUs. This means that most gaming companies will need to find other software vendors for their physics. Havok's technology, which once found itself inside many high-profile titles, will now be part of an open-source library.[17]
Havok also offers a non-commercial version of their proprietary physics SDK for use in non-commercial games.[14] Havok has been used in a wide variety of non-gaming applications including the HDX series of spacecraft simulators, the NASA Auriga jet simulators, and the Q-smash group.[15]
Havok offers online training and a live online conference. Havok also has its own developer portal and forums and software development kit with a code editor for C/C++ and Java. Havok also offers third-party tools, including Havok Studio, which integrates the Havok SDK with other components of a game and Havok Tracker, which integrates the Havok Tracker SDK with other tools.
In April 2008, Nvidia announced they had entered into a multi-year partnership with Havok Technologies.[11] In March 2009, Havok announced that they had partnered with Intel, which provides CPU-based physics engines to Havok.[12] In addition, Havok and Intel have announced a partnership to combine Intel's DX11-based PhysX with Havok.[13]
Havok has been used in numerous games, including the original Half-Life, BioShock, BioShock 2, Far Cry, BioShock: Infinite, Medal of Honor: Warfighter, and Tomb Raider. The Havok physics engine was also featured in The Incredible Hulk, Geometry Wars 2, and SimCity, and is used in the First Person Shooter games, Bulletstorm and Call of Duty: Black Ops.
In October 2015, Microsoft acquired Havok Inc.[16] Havok's five-year plan to become a feature in Windows is now finished. Havok will continue to be accessible to developers through Microsoft's XDK, and Havok is now part of the Microsoft Game Stack.
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