inFamous: Second Son Utilizes Havok Physics Engine for Collision Detection, Realistic Debris

Havok talks about delivering the realistic physics for Sucker Punch’s open world title.

Posted By | On 03rd, Apr. 2014 Under News


Ever wondered what helped Sucker Punch Productions’ inFamous: Second Son maintain a strong physical fidelity without compromising on performance? Havok has announced today that the game has made use of their Havok Physics engine alongside Sucker Punch’s own in-house engine in order to bring the virtual world of Seattle in Second Son to life.

Havok Physics was used for simulation of objects and debris but also helped in delivering reliable collision detection. As President & Managing Director David Coghlan, states, “Havok’s newest and latest physics technology delivers significant technical innovations in performance and memory utilization allowing developers to leverage the incredible capabilities of platforms like the PlayStation 4 to take simulation to the next level

“Havok’s advanced physics technology and Sony’s robust hardware open up the possibilities for impressive titles like inFamous: Second Son.”

What did you make of the physics and overall visuals within inFamous: Second Son? Let us know in the comments below.

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  • Broj

    This game was stunning. It was a short game with a lack of variety but the visuals was a show stopper.

  • Reinert

    I wish they used it for ragdolls too. The pre-canned death animations look old, and bodies end up in weird positions (like floating in mid air) when in ledges, stairs and other non flat surfaces. Apart from this I don’t think anybody can deny it looks awesome.

  • d0x360 I missing something? Havok was listed as middleware they used so why are they acting like havok is some new secret thing? It says right in the game that it uses havok. Most games use havok and have since psi-ops demonstrated how awesome it was. That was over 10 years ago.


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