The for stable 60fps was ~800 active rigid bodies with simple collision shapes. For 30fps, experienced teams pushed to ~2000 with heavy spatial partitioning (hkpStaticCompoundShape).
The influence of this SDK can be seen in the credits of numerous AAA titles. Notable games released around 2010 that utilized Havok technology include: Amazing Havok Physics Engine Demo at IDF 2010 havok sdk 2010 2.0-r1
In the grand timeline of video game development, specific software builds rarely achieve legendary status. We remember the games— Skyrim , Red Dead Redemption , Dark Souls —but we rarely remember the invisible engines humming beneath their polygons. The for stable 60fps was ~800 active rigid