From rssfeeds@jmason.org Mon Oct 7 12:05:09 2002 Return-Path: Delivered-To: yyyy@localhost.spamassassin.taint.org Received: from localhost (jalapeno [127.0.0.1]) by jmason.org (Postfix) with ESMTP id 3273016F72 for ; Mon, 7 Oct 2002 12:03:46 +0100 (IST) Received: from jalapeno [127.0.0.1] by localhost with IMAP (fetchmail-5.9.0) for jm@localhost (single-drop); Mon, 07 Oct 2002 12:03:46 +0100 (IST) Received: from dogma.slashnull.org (localhost [127.0.0.1]) by dogma.slashnull.org (8.11.6/8.11.6) with ESMTP id g9780gK23269 for ; Mon, 7 Oct 2002 09:00:42 +0100 Message-Id: <200210070800.g9780gK23269@dogma.slashnull.org> To: yyyy@spamassassin.taint.org From: gamasutra Subject: Outsourcing Reality: Integrating a Commercial Physics Engine Date: Mon, 07 Oct 2002 08:00:42 -0000 Content-Type: text/plain; encoding=utf-8 URL: http://www.newsisfree.com/click/-0,8613670,159/ Date: 2002-10-06T18:12:50+01:00 As game developers reach for new forms of gameplay and a better process for implementing established genres, the wisdom of licensing physics engines is becoming inescapable. Physics engines do more than just knock over boxes, however, and the interface between your game and a physics engine must be fairly complex in order to harness advanced functionality.