In my third year of university I was given a programming project where I chose to connect Havok with a graphics engine, namely OpenSceneGraph, (the old tutorial for that is here) and demonstrated the results of that by creating a Rube Goldberg machine, which you can see here. In doing so I covered some basic features of Havok, so to give the following tutorials some structure I will replicate that Rube Goldberg machine and show how to do so. I took some shortcuts before and ignored some bugs but hopefully those will be kept to a minimum this time.

To get us started, we will look at rigid bodies, some simple shapes you can represent them with and common properties you can give them. As always code for this tutorial can be found at the bottom.

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