34 lines
1.4 KiB
Plaintext
34 lines
1.4 KiB
Plaintext
From rssfeeds@jmason.org Mon Oct 7 12:05:09 2002
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<jm@jmason.org>; Mon, 7 Oct 2002 09:00:42 +0100
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To: yyyy@example.com
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From: gamasutra <rssfeeds@example.com>
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Subject: Outsourcing Reality: Integrating a Commercial Physics Engine
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Date: Mon, 07 Oct 2002 08:00:42 -0000
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Content-Type: text/plain; encoding=utf-8
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X-Spam-Status: No, hits=-921.6 required=5.0
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tests=AWL,DATE_IN_PAST_03_06,T_NONSENSE_FROM_40_50
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version=2.50-cvs
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X-Spam-Level:
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URL: http://www.newsisfree.com/click/-0,8613670,159/
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Date: 2002-10-06T18:12:50+01:00
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As game developers reach for new forms of gameplay and a better process for
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implementing established genres, the wisdom of licensing physics engines is
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becoming inescapable. Physics engines do more than just knock over boxes,
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however, and the interface between your game and a physics engine must be
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fairly complex in order to harness advanced functionality.
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