| Intel Buys Irish Company Havok |
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Intel's involvement in the
gaming-industry is no mystery to anyone these days, but apparently with
the introduction of multi-core processors the Santa Clara behemoth has
plans for an even greater expansion in this lucrative market, expected
to reach a value of $18 billion by the end of this year.
Intel
is already manufacturing graphic processor units (GPUs) which it later
integrates in the motherboards specially designed for its CPUs.
However, with AMD's acquisition last year of Canada-based GPU
manufacturer ATI, competition in this domain got sharper.
Intel's move to acquire Havok has deep ramifications in both the gaming
and the movie industries. Specifically for the gaming industry, the
Havok engine, used in blockbuster titles like "BioShock,"
"Stranglehold," "Halo 2," "Half Life 2," "The Elder Scrolls
IV: Oblivion," "Crackdown," "Lost Planet: Extreme Condition,"
"MotorStorm" and "Harry Potter and the Order of the Phoenix," will now
gain a strong lead in front of high-profile competitors like the Unreal
Engine (developed by Epic Games) or CryENGINE 2 (to be showcased at its
full potential on September 25, when the long expected demo for the PC
game Crysis will be rolled out). The new Havok, which will continue to
operate as an independent business working with its customers in
developing digital media content (but with the status of "wholly owned
Intel subsidiary") will integrate Intel's innovation and technology
leadership in the creation of digital media. This will benefit the
gaming industry as a whole, but also digital media creators in the movie industry. Havok products have already been used to create special effects in movies such
as "Poseidon," "The Matrix," "Troy," "Kingdom of Heaven" and "Charlie
and the Chocolate Factory."
"Havok is a proven leader in physics technology for gaming and
digital content, and will become a key element of Intel's visual
computing and graphics efforts," said Renee J. James, vice president
and general manager of Intel's Software and Solutions Group. "Havok
will operate its business as usual, which will allow them to continue
developing products that are offered across all platforms in the
industry." "This is a great fit for Havok products, customers and employees," said
Havok CEO David O'Meara. "Intel's scale of technology investment and
customer reach enable Havok with opportunities to grow more quickly
into new market segments with new products than we could have done
organically. We believe the winning combination is Havok's technology
and customer know-how with Intel's scale. I am excited to be part of
this next phase of Havok's growth."
The Havok Physics, better knows as Havok, is designed for computer and
video games by allowing interaction between objects or other characters
in real-time. By using dynamical simulation, Havok allows for more
lifelike worlds and animation, such as ragdoll physics. The company has
also released a Havok Animation and Havok FX, which uses Shader Model
3.0 on consumer GPUs for effects physics such as smoke.
Havok was founded in Dublin in 1998, and the first software development
kit (SDK) was released in 2000. Now the Intel subsidiary has offices in
San Francisco, San Antonio, Stockholm, Calcutta, Munich and Tokyo. The
Havok engin now works on the Microsoft Windows platform, Xbox and Xbox
360, Nintendo's GameCube and Wii, Sony's PlayStation 2, PlayStation 3
and PlayStation Portable, Apple's Mac OS X, and on Linux. The engine
itself is written in C/C++, and remains fairly portable to any system
with a compatible C or C++ compiler.
Havok Physics 2 SDK has been licensed by over 70 clients and shipped in over 50 titles.
© 2007 - 2008 - eFluxMedia
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