What I was trying to convey is we don't know what the smallest unit of game-play for lack of a better word will be in Elemental and how it will function. It could work like your normal grid based game or it could be something we haven't seen before. I was saying if it works like a standard grid based game it wouldn't matter so much but if it is something more complex like grids within grids or joining multiple grid sections together to make an open / closed system I feel the argument for Havok becomes stronger.
I see no difference. Whether it's a regular grid, a grid-within-a-grid (which is essentially just a smaller grid!), or some small variation on a theme I think just having things like rate of spread of fire be determined by a spread factor modified by some randomness, terrain type and other enchantments will work as well as using physics but with much less overhead. Such a method will look more than good enough, function wonderfully and be very simple to calculate and display.
I have never worked with the Havok SDK or Havok in general save for interactions with games. So I'm not in a position to state anything with absolute authority. I do know a bit about game physics though. When we are talking about physics as applied in a video game we are really talking about nothing more than calculations. Using fire again as the example what calculations would you really need for software to simulate it spreading? You would need to know the source, initial fuel, potential fuel in the vicinity, and wind direction. Nothing more is required unless you wanted to get really complex.
Game physics is just calculations, because physics itself is just calculations
Even if havok is capble of dealing with fire, you are completely right that it would require the source, initial fuel, potential fuel in the vicinity, wind direction... It'd also have to know distance between fuel sources, factors that would put out fire, etc. For one, this would require every object or at least every terrain tile to have some sort of 'fuel' property, it would require them to put in Wind direction for every tile - having factors like these (and many many others if they want their spell system to be very general) would be insane (and having this many more parameters to track for each and every tile and possibly object would probably not be appreciated on computers with less memory). AND there's the whole part about, being tile-based, each discrete portion of land must either be on fire or not on fire, and it would evolve in large discrete intervals: using physics for this would be a crazy amount of overheard for no gain over a simpler system...
Also, I believe a physics engine like Havok could easily be adapted to work with a turn based game. All you would have to do is break up the calculations into stages where each turn a fire could only spread so far or whatever. This would be even easier if the physics engine was able to complete all the calculations involved before any action had been taken.
You could easily adapt a physics engine to work on a turn-based basis, but there isn't much of a point. You won't even notice the physics happening if it happens in turns. And even if SD could manage to solve the time-scale problem (which I suspect wouldn't be that easy to do), there's also the issue of the fact that discrete physical evolution using large time intervals can result in undesirable effects - important or expected effects but not ever occur simply because they happened somewhere inside those long intervals. A fire that spreads or burns fast enough could result in a tile being pristine one turn and burnt to the ground the next, without ever having been on fire, for example.
As for the mound of dirt I think you’re confusing the physics engine with the graphics engine pigeonpigeon. The physics engine to my knowledge doesn’t control how something will look it only provides data on how things would act under certain circumstances with certain rules being applied. You could have the hill created look like whatever you want the physics engine would only really come into play when it hit the ground or something interacted with it. For example when it hit the ground the physics engine would provide data to be interpreted by the graphics engine on any pieces of the hill that should fall off, the amount it should sink into the ground, or the amount of dirt and debris kicked up, etc. It would still be up to the graphics engine to draw or not to draw all of these things even if the data was there to be used.
That is not completely true. If you want to drop a pile of dirt and have it dynamically turn into a hill, shaped and sized based on the amount of dirt and the elevation and shape of the land below it, then the dirt must be treated as lots of particles by the physics engine (otherwise it just wouldn't work right). After stressing your computer for a bit, the dirt would fall and make a convincing mound of particles. The graphics engine would then have to render all of this - but during the falling process it'd have to render the individual particles, but once they settle it'd have to somehow make them look incorporated into the terrain. You lose some graphical freedom for any animation that uses a physics engine, particularly if you want something to be fine particles one moment and a cohesive solid mass the next (the other way around isn't nearly so difficult, though).
You also need to remember that almost everything we have talked about so far is only 2nd order physics (eye candy) not much being discussed here is 1st order physics (affects game-play). I really don’t think making use of Havok or other physics engines is quite as complex as you seem to think. The whole point of licensing graphics engines and physics engine is so you don’t have to use time and resources building them yourself. Using Havok in as many places as applicable increases the amount of worth you got out of buying it.
That is not true. Having physics determine the spreading or burning rate of fire affects gameplay. Having physics determine how large a hill and what shape your magically dropped ball of dirt will become affects gameplay.
Using Havok in as many places as applicable increases the amount of worth you get out of it, but using it in places that you shouldn't just because it'll increase the worth you get out of it is downright silly. Game physics is a wonderful innovation and can be used to better gameplay and graphics to enormous extents in many situations, but there are still many situations where physics will not help, or will not help enough to make the extra computing power or memory requires worthwhile. The beauty of physics is in the exquisitely fine details. Physics is wonderful for smashing walls at 60 fps, where a non-physics method would look unnatural. However, if you smash that same wall at 2 or 3 fps, the differences between each discrete state are so large that you aren't gonna notice the difference. That is why things like turn-based fire spreading will gain nothing by having it use physics. Physics will allow a huge number of dirt particles falling from the sky to form a realistically shaped hill based on terrain factors (though it'd take some time to calculate if you include enough particles), but it would be supremely difficult for the graphical engine to render that information in a pleasing way (it could display the falling dirt well, and the final result well, but animating the transition would be hairy at best) - and I think a non-physics approximation would be more than sufficient anyway.