
Pointer size (always 4 on Wii U, 8 on Switch) Havok file signature (magic) 57 E0 E0 57 10 C0 C0 10 The header seems to have a 16-byte alignment and can be 64-bytes (short header) or 80-bytes (long header) in length, depending on if Section offset equals 0 (short header) or 16 (long header). The data section ( _data_ internally) contains binary data to be serialized into Havok data structures for use by the Havok engine. The types section ( _types_ internally) does not appear to be used by Breath of the Wild. The classnames section ( _classnames_ internally) contains a list of Havok classes used by the file to correctly decompile the binary data into a usable data structure.

Havok Animation provides efficient playback and compression of character animations in games, and features such as inverse kinematics. Havok Behavior is a runtime SDK for controlling game character animation at a high level using finite state machines. Havok Animation Studio (discontinued): Havok Animation Studio is formally known as Havok Behavior and Havok Animation.Havok Destruction: Also released in 2008, Havok Destruction provides tools for creation of destructible and deformable rigid body environments.Havok Cloth: Released in 2008, Havok Cloth deals with efficient simulation of character garments and soft body dynamics.Havok AI provides navigation mesh generation, pathfinding and path following for video game environments. Havok AI: In 2009, Havok released Havok AI, which provides advanced pathfinding capabilities for games.

The company was developing a specialized version of Havok Physics called Havok FX that made use of ATI and NVIDIA GPUs for physics simulations however, the goal of GPU acceleration did not materialize until several years later. By using dynamical simulation, Havok Physics allows for more realistic virtual worlds in games. for ragdoll physics), and has a highly optimized collision detection library. It provides multiple types of dynamic constraints between rigid bodies (e.g.

Havok Physics: It is designed primarily for video games, and allows for real-time collision and dynamics of rigid bodies in three dimensions.The Havok middleware suite consists of the following modules:
