StanfordMLOctave/machine-learning-ex6/ex6/easy_ham/2423.fa4019d241ed7886c8d138...

34 lines
1.4 KiB
Plaintext

From rssfeeds@jmason.org Mon Oct 7 12:05:09 2002
Return-Path: <rssfeeds@example.com>
Delivered-To: yyyy@localhost.example.com
Received: from localhost (jalapeno [127.0.0.1])
by jmason.org (Postfix) with ESMTP id 3273016F72
for <jm@localhost>; 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
<jm@jmason.org>; Mon, 7 Oct 2002 09:00:42 +0100
Message-Id: <200210070800.g9780gK23269@dogma.slashnull.org>
To: yyyy@example.com
From: gamasutra <rssfeeds@example.com>
Subject: Outsourcing Reality: Integrating a Commercial Physics Engine
Date: Mon, 07 Oct 2002 08:00:42 -0000
Content-Type: text/plain; encoding=utf-8
X-Spam-Status: No, hits=-921.6 required=5.0
tests=AWL,DATE_IN_PAST_03_06,T_NONSENSE_FROM_40_50
version=2.50-cvs
X-Spam-Level:
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.