Also, you can check out the Havok Youtube channel here: http://www.youtube.com/user/HavokEnthusiast.
Essentially you need to open up a demo project and recreate the settings in your own from scratch project. It isn't difficult if your used to VS2010 and if you aren't then it will pose a challenge.
Here are the includes I use in my project.
// Havok // Common #include <Common/Base/hkBase.h> #include <Common/Base/Memory/System/Util/hkMemoryInitUtil.h> #include <Common/Base/Memory/Allocator/Malloc/hkMallocAllocator.h> #include <Common/Base/Container/String/hkStringBuf.h> // Physics #include <Physics/Dynamics/World/hkpWorld.h> #include <Physics/Dynamics/Entity/hkpRigidBody.h> #include <Physics/Utilities/Dynamics/Inertia/hkpInertiaTensorComputer.h> #include <Physics/Collide/hkpCollide.h> #include <Physics/Collide/Dispatch/hkpAgentRegisterUtil.h> // Shapes. #include <Physics/Collide/Shape/Convex/Box/hkpBoxShape.h> #include <Physics/Collide/Shape/Convex/Sphere/hkpSphereShape.h> #include <Physics/Collide/Shape/Convex/Capsule/hkpCapsuleShape.h> #include <Physics/Internal/Collide/BvCompressedMesh/hkpBvCompressedMeshShape.h> #include <Physics/Internal/Collide/StaticCompound/hkpStaticCompoundShape.h> // CInfo. #include <Physics/Internal/Collide/BvCompressedMesh/hkpBvCompressedMeshShapeCinfo.h> // Filter. #include <Physics/Collide/Filter/Group/hkpGroupFilter.h> // Raycasting. #include <Physics/Collide/Query/CastUtil/hkpWorldRayCastInput.h> #include <Physics/Collide/Query/CastUtil/hkpWorldRayCastOutput.h> #include <Physics/Collide/Query/Collector/RayCollector/hkpAllRayHitCollector.h> // Multithreading. #include <Common/Base/Thread/Job/ThreadPool/Cpu/hkCpuJobThreadPool.h> #include <Common/Base/Thread/JobQueue/hkJobQueue.h> // Character rigid Body. #include <Physics/Utilities/CharacterControl/CharacterRigidBody/hkpCharacterRigidBody.h> #include <Physics/Utilities/CharacterControl/CharacterRigidBody/hkpCharacterRigidBodyListener.h> // Character State machine. #include <Physics/Utilities/CharacterControl/StateMachine/hkpDefaultCharacterStates.h> // Reducing collision tolerances between characters and fixed entities. #include <Physics/Collide/Agent/hkpCollisionQualityInfo.h> #include <Physics/Collide/Dispatch/hkpCollisionDispatcher.h> #include <Physics/Collide/Agent3/Machine/Nn/hkpAgentNnTrack.h> #include <Physics/Dynamics/Collide/hkpSimpleConstraintContactMgr.h> // Scene Data. #include <Common/SceneData/Scene/hkxScene.h> // Serialization. #include <Common/Base/System/Io/IStream/hkIStream.h> #include <Common/Base/Reflection/hkClass.h> #include <Common/Base/Reflection/Registry/hkTypeInfoRegistry.h> #include <Common/Serialize/Util/hkStructureLayout.h> #include <Common/Serialize/Util/hkRootLevelContainer.h> #include <Common/Serialize/Util/hkSerializeUtil.h> #include <Physics/Utilities/Serialize/hkpPhysicsData.h> // Visual Debugger includes #include <Common/Visualize/hkVisualDebugger.h> #include <Physics/Utilities/VisualDebugger/hkpPhysicsContext.h> // Platform specific initialization #include <Common/Base/System/Init/PlatformInit.cxx>
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