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	<title>havok &amp;laquo; WordPress.com Tag Feed</title>
	<link>http://en.wordpress.com/tag/havok/</link>
	<description>Feed of posts on WordPress.com tagged "havok"</description>
	<pubDate>Sun, 29 Nov 2009 06:55:20 +0000</pubDate>

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<title><![CDATA[Desenvolvimento de Games com Engines]]></title>
<link>http://planetagamer.wordpress.com/2009/11/24/desenvolvimento-de-games-com-engines/</link>
<pubDate>Tue, 24 Nov 2009 13:22:56 +0000</pubDate>
<dc:creator>Sabrina Carmona</dc:creator>
<guid>http://planetagamer.wordpress.com/2009/11/24/desenvolvimento-de-games-com-engines/</guid>
<description><![CDATA[Muitos de nós já ouvimos falar das engines de games e do realismo que elas oferecem a nós, jogadores]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><img class="alignleft" src="http://img502.imageshack.us/img502/9066/imagem7c.jpg" alt="Unreal Engine" width="210" height="190" />Muitos de nós já ouvimos falar das engines de games e do realismo que elas oferecem a nós, jogadores, quando estamos imersos em fases de nossos jogos favoritos. Mas o que é realmente uma engine? Bom, engine vem do inglês e significa motor. O que podemos concluir logo de início é que é algo que fica rodando no fundo do jogo para termos ele funcionando sempre. Uma das definições que podemos dar realmente para engine de games é: um programa de computador e/ou conjunto de bibliotecas, para simplificar e abstrair o desenvolvimento de jogos ou outras aplicações com gráficos em tempo real, para videogames e computadores rodando sistemas operacionais.</p>
<p>Temos diferentes tipos de engines, sendo que algumas servem para se fazer um jogo completo nela mesma ou então temos outras que servem apenas para animações ou outras interações dentro do jogo. Mas vamos primeiro falar do que é possível para nós, meros jogadores e fãs de jogos, sem nos desvirtuarmos para coisas que ainda não estão no nosso alcance! Se formos começar por engines gratuitas que podemos fazer o download agora mesmo e começar a brincar, temos algumas opções bem interessantes.</p>
<p>A primeira delas é a NeoAxis, uma engine de criação de games super simplificada, com controles facilitados para quem nunca nem pensou em brincar com uma engine. Nela é possível criar diferentes fases com o coelhinho (personagem padrão da engine) mas se você decidir ir mais afundo e souber um pouco de modelagem, você pode importar seu personagem para dentro da engine e fazer seu jogo com ele. Caso você queira saber mais sobre essa engine, acesse o <a href="http://www.neoaxisgroup.com/">site oficial</a>.</p>
<p>Claro que a engine NeoAxis é bem simplória em termos de visual. Se você estiver procurando aquela água com movimentos animados e paisagens diversas, então é melhor optar pela Unity. Nela é possível fazer jogos por inteiro também e seu visual é impressionante. É de fácil interação também e possui algumas opções a mais do que a NeoAxis pode oferecer, porém é preciso um pouco mais de habilidade na área para fazer um bom trabalho com ela. Nada mais do que algumas horinhas para se acostumar com sua interface e já conseguir montar seu game. Esta engine oferece muito mais elementos em sua biblioteca, mas também é possível importar objetos de sua própria criação para ela, mas alguns cuidados devem ser tomados na hora de exportar para ela. Se quiser conferir esta engine, basta acessar o <a href="http://unity3d.com/">site da Unity 3D</a>.</p>
<p>Ainda no patamar de licensas gratuitas, temos uma grande novidade que é a liberação da famosa e aclamada engine Unreal. O Unreal Developer&#8217;s Kit está disponível gratuitamente para pessoas que queriam estudar a ferramenta e criar coisas não comerciais. Como todos já devem ter ouvido falar, a engine Unreal é a responsável por grandes títulos como Gears of War, Unreal Tournament, BioShock, Borderlands, e muitos outros. Obviamente que para se fazer um jogo desta magnitude é preciso tempo, experiência, uma equipe muito qualificada e dinheiro. Mas o Developer&#8217;s Kit promete ser muito intuitivo e apetitoso de se trabalhar. E quem não gostaria de aprender a ferramenta que estes jogos foram produzidos? Se você já está se sentindo empolgado para utilizar esta ferramenta, segue o link para o <a href="http://www.udk.com/">download do Unreal Developer&#8217;s Kit</a>. Faça bom proveito! Se quiser ler um pouco mais sobre a engine, <a href="http://www.unrealtechnology.com/">clique aqui</a> que você será redirecionado ao site oficial.</p>
<p>Existem ainda centenas de engines gratuitas que valeria a pena citar aqui, mas como eu levaria provavelmente o mês inteiro para falar delas, vou finalizar com a engine Havok, utilizada em muitos games de consoles de última geração e de jogos para PCs e afins&#8230; Havok é uma engine de física que faz com que o realismo das ações dos personagens, das animações dos elementos presentes na fase do jogo e tudo o que acontece na fase seja impressionante. Havok está presente em títulos como Assassin&#8217;s Creed 1 e 2, Dead Space, Fallout 3, Halo 2, 3 e ODST, Killzone 2, Uncharted 2 e muitos outros títulos. O fato desta engine ser uma de uso constante profissionalmente faz com que ela seja muito reconhecida no mercado. Então porque não começar a estudá-la agora? Tudo bem, aqui vai o <a href="http://www.havok.com/">link </a>para vocês mergulharem de cabeça nela. Notem que ela apenas distribui uma licensa para degustação, não sendo toda a magia completa. Mas já é um começo, certo?</p>
<p>Acho que depois de todas essas dicas, se vocês não estiverem com suas mãos coçando para explorar estas engines, ou pelo menos com uma certa curiosidade aguçada, esqueçam a área de games e fiquem apenas jogando mesmo. Mas se vocês se interessaram e vão com certeza fazer o download de pelo menos uma delas, vá em frente! Explore o máximo que puder e sempre tente produzir algo que seja seu. Boa exploração!</p>
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<title><![CDATA[New Game]]></title>
<link>http://badgurl2u.wordpress.com/2009/11/24/new-game/</link>
<pubDate>Tue, 24 Nov 2009 07:16:06 +0000</pubDate>
<dc:creator>Badgürl</dc:creator>
<guid>http://badgurl2u.wordpress.com/2009/11/24/new-game/</guid>
<description><![CDATA[Just saying thanks to Natalie for KillZone 2&#8230;.Can take that off my wish list now]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Just saying thanks to Natalie for KillZone 2&#8230;.Can take that off my wish list now <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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<title><![CDATA[New Havok line]]></title>
<link>http://recnrollskateshop.wordpress.com/2009/11/19/new-havok-line/</link>
<pubDate>Thu, 19 Nov 2009 13:44:27 +0000</pubDate>
<dc:creator>recnrollskateshop</dc:creator>
<guid>http://recnrollskateshop.wordpress.com/2009/11/19/new-havok-line/</guid>
<description><![CDATA[&nbsp; Not my personal fave to gruesome for me but maybe some of you gnar-core bladers whill rock it]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><img class="alignnone" src="http://www.havokclothing.com/havok-holiday-collection.jpg" alt="" width="840" height="543" /></p>
<p>&#160;</p>
<p>Not my personal fave to gruesome for me but maybe some of you gnar-core bladers whill rock it but only after you went to a metal concert and ate some screws for dinner.</p>
<p>Ok Im actually reall freaked right now. That afterlife shirt is staring at my soul with a hungry look in its eyes.</p>
<p>via be-mag</p>
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<title><![CDATA[Star Wars: The Force Unleashed - Um viva ao Yoda com sabre-de-luz]]></title>
<link>http://aosugo.wordpress.com/2009/11/12/star-wars-the-force-unleashed-um-viva-ao-yoda-com-sabre-de-luz/</link>
<pubDate>Thu, 12 Nov 2009 19:36:38 +0000</pubDate>
<dc:creator>Marcus Vinicius</dc:creator>
<guid>http://aosugo.wordpress.com/2009/11/12/star-wars-the-force-unleashed-um-viva-ao-yoda-com-sabre-de-luz/</guid>
<description><![CDATA[Recentemente, obtive, joguei e terminei um dos jogos da franquia Star Wars mais esperados dos último]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p style="text-align:justify;">
<p style="text-align:center;"><img class="size-full wp-image-1081 aligncenter" title="LordVader" src="http://aosugo.wordpress.com/files/2009/11/lordvader1.jpg" alt="LordVader" width="497" height="682" /></p>
<p style="text-align:justify;">Recentemente, obtive, joguei e terminei um dos jogos da franquia <em>Star Wars</em> mais esperados dos últimos anos. Produzido, como de costume, pela <em>LucasArts</em> (pertencente ao grupo da <em>Lucasfilms</em> e, por extensão final, ao Papai Papudo George Lucas) e lançado em setembro de 2008, <strong><em>The Force Unleashed</em></strong> causou um certo furor por alguns certos motivos. O game chegou para o PC com seu conteúdo expandido, intitulado <em>Star Wars: The Force Unleashed: Ultimate Sith Edition</em> apenas em novembro de 2009.</p>
<p style="text-align:justify;">Parte do <em>frisson</em> supramencionado vem do dito revolucionário <em>engine</em> do jogo. Aliado ao <em>Havok</em>, que relaciona peso e integridade dos objetos, tem-se o sistema <em>Euphoria</em>, responsável pela reação dos personagens não-jogadores ao serem arremessados, eletrocutados ou o que seja, e também o sistema <em>DMM </em>(sigla para <em>Digital Molecular Matter</em>), que simula o material do qual são feitos os objetos e como reagem a ações contra eles. Por exemplo, um vidro estilhaça como um vidro, e um metal amassa como metal, com a aplicação da mesma força sobre eles. Desenvolvido pela empresa <em>Pixelux</em>, o sistema DMM já está sendo adotado por uma infinidade de jogos eletrônicos.</p>
<p style="text-align:justify;">Com essa <em>engine</em> curiosa e inovadora, o mote do jogo entra no cenário: teoricamente, seria “a Força como nunca se viu antes” ou coisa do gênero; correlativo, evidentemente, ao próprio nome, <em>The Force Unleashed</em>, “A Força Livre” ou, mais literalmente, “Livre de Grilhões”. Só isso já atraiu os olhos sedentos de uma legião de gamers ao redor do globo, que queriam ver a “Força com força total”, com cenários e personagens reagindo à dita cuja. Enfim, para atrair os fãs de <em>Star Wars</em> houve o toque final: o enredo do jogo é canônico de acordo com George Lucas, e vale para a história da Saga.</p>
<p style="text-align:justify;">O jogo tem como aspecto principal uma aventura em terceira pessoa, situada entre os episódios III (A Vingança dos Sith – o final da nova trilogia) e IV (Uma Nova Esperança – o começo da trilogia clássica). Você assume o controle de <em>Starkiller</em>, o aprendiz secreto de Darth Vader e assassino/espião sith do Império. Após uma missão de caça a um Jedi em Kashyyyk, Lorde Vader encontra um Starkiller ainda pequeno – filho do Jedi que acabou de eliminar – mas sente a Força poderosa nele, e o toma sob sua tutela. Crescido e treinado para usar o Lado Negro, Starkiller torna-se parte de uma conspiração que envolverá o Imperador em pessoa e a formação concreta da Aliança Rebelde.</p>
<p style="text-align:justify;">Tecnicamente, o game marca presença por exuberância gráfica. A recriação de personagens e os cenários que acabam mesclando estéticas de ambas trilogias cinematográficas são de deixar boquiaberto qualquer bom apreciador da arte de se fazer jogos, e com certeza contribuem para o <em>feeling</em> de Star Wars que todo bom jogo da franquia deveria ter. O personagem principal muda de roupa a cada missão, e todas elas tem uma aparência interessante, que também mistura aspectos novos e velhos. A ambientação e imersão são auxiliadas por efeitos sonoros excelentes e uma trilha sonora incrível, que sempre remete aos temas clássicos que todos conhecem.</p>
<p style="text-align:justify;"><img class="aligncenter size-full wp-image-1082" title="the_force_unleashed_press_01" src="http://aosugo.wordpress.com/files/2009/11/the_force_unleashed_press_01.jpg" alt="the_force_unleashed_press_01" width="497" height="279" /></p>
<p style="text-align:justify;">O uso dos poderes da Força, para um videogame, é bastante fascinante. E graças aos <em>engines</em> utilizados na programação, eles sozinhos já proporcionam um espetáculo visual. Contudo, o jogo peca com uma dificuldade irregular e com uma câmera que muitas vezes atrapalha a movimentação e jogabilidade, principalmente nas batalhas contra os chefes de fases. Durante o desenvolvimento da história existem alguns quebra-cabeças bastante fáceis de resolver, contudo, mesmo indo não muito além do “matar, pilhar e destruir”, ainda mais com uma razoável gama de poderes, o jogo é divertido e pode garantir algumas horas de distração.</p>
<p style="text-align:justify;">Todavia, o problema entra nos termos do enredo (prepare-se, eu não vou controlar a exposição de <em>spoilers</em>). A história do game em si não é ruim – apesar de poder ter sido bem melhor – mas ela infere no cerne da trilogia clássica de Star Wars e acaba alterando, em muitas vezes para pior, alguns conceitos que tínhamos como certos. E, mesmo sendo Universo Expandido, o fato de ser legitimado pelo próprio George Lucas nos obriga, em tese, a rever uma porção de coisas a respeito da amada saga. Coisas que, muitas vezes, é melhor que se deixem intocadas. E os probleminhas de desenvolvimento vão todos remeter a isso: ao fato da história agora ser canônica e que algumas coisas não devem ser alteradas.</p>
<p style="text-align:justify;">Para começo de conversa, o personagem principal, Starkiller, é excessivamente poderoso. Mesmo. Seu domínio da Força é tão grande e absoluto que ele mescla combos de sabre-de-luz com telecinésia e consegue “carregar” a lâmina luminosa com a “eletricidade da Força”. Ele também é capaz de destruir cenários inteiros com um simples empurrão em todas as direções, amassar AT-STs como se fossem isopor, arremessar Tie Fighters como bolinhas de tênis e até mesmo derrubar um Imperial Star Destroyer usando apenas a Força. Mesmo outros jogos da franquia Star Wars, como <em>Jedi Knight</em>, <em>Jedi Outcast</em> e <em>Jedi Academy</em>, que tinham claras demonstrações do uso da Força, não foram tão exagerados.</p>
<p style="text-align:justify;">Evidentemente, como eu disse ali em cima, em um jogo isso funciona. Bem demais, até. Essa sensação de poder dificilmente ficaria chata enquanto jogamos. Mas o problema começa ao colidir com a Força como nós a víamos antes. Em momento algum vemos qualquer personagem fazer algo minimamente parecido com as façanhas de Starkiller. Nem representantes que sabemos ter um conhecimento e domínio da Força ridiculamente alto; superior ao de Starkiller, inclusive, como Yoda, e ainda que o Lado Negro seja mais&#8230; “purpurinado”, nunca vimos o Imperador Palpatine atuar de tal forma, também.</p>
<p style="text-align:justify;">Isso atrapalha na própria conceituação da Força. Ela deixa de ser algo místico e misterioso, que remete ao entendimento da vida e da morte e de algo intangível, uma filosofia e uma fé, e torna-se uma demonstração inconseqüente de superpoderes. Levamo-nos a questionar como é possível que os Jedi tenham sido exterminados por meros clones, quando na realidade são supersoldados capazes de feitos absolutamente sobre-humanos. É um exemplo da supremacia do Yoda piruletante com um sabre-de-luz à mão a um Yoda calmo, reflexivo e sábio. Culpa, em parte, de George Lucas e seus malditos <em>midichlorians</em>.</p>
<p style="text-align:justify;">Ainda, o enredo do jogo introduz novas idéias à história que foram feitas de maneira descuidada. Ele credita a criação da Aliança Rebelde como uma manipulação do Império para tentar abater todos os seus inimigos de uma só vez. Apesar do conceito em si não ser de todo mal, a sua execução poderia ter sido melhor. A reunião de todos os futuros líderes da Aliança fica em cargo de um já conflituoso Starkiller, que numa rara interessante reviravolta do enredo e numa reversão ao lugar-comum, está “caindo para o Lado da Luz”.</p>
<p style="text-align:justify;"><img class="aligncenter size-full wp-image-1083" title="Allyourfriendsandallmyfriendsinthealleytonight" src="http://aosugo.wordpress.com/files/2009/11/allyourfriendsandallmyfriendsinthealleytonight.png" alt="Allyourfriendsandallmyfriendsinthealleytonight" width="497" height="302" /></p>
<p style="text-align:justify;">Enganado por Vader e pelo Imperador, que capturam a futura liderança da Aliança – nomes como Mon Mothma, Bail Organa e a princesa Léia fulguram entre os coadjuvantes – o vingativo Starkiller persegue seus antigos mestres até a quase completa e em fase de testes Estrela da Morte (numa missão decepcionante, devo acrescentar). É ali que se tem o desafio final: salvar seus novos amiguinhos. Você confronta Vader e, após uma longa batalha, derruba – usando a Força, claro – uma infinidade de artefatos mecânicos da Estrela da Morte sobre o Lorde Sith.</p>
<p style="text-align:justify;">Neste ponto, você pode escolher entre o final <em>core</em>, canônico e bonitinho ou o final <em>motherfucker</em> e alternativo. No final alternativo, você segue o confronto com Vader e o destrói. No CG que se segue, o Imperador o parabeniza e ordena que execute o Mestre Kota, um Jedi sobrevivente à Ordem 66 e que faz parte, segundo o jogo, da futura liderança da Aliança. Ao invés disso, Starkiller tenta atacar o Imperador, apenas para ser rechaçado e ter seu corpo quase inteiramente destruído. O CG segue com Starkiller sendo reerguido como uma espécie de “Vader 2.0 Diplomata Turbo”, e com o Imperador dizendo que agora você está sob seu comando, e quando o momento chegar, você será substituído. É com este Starkiller que você executa duas das missões adicionais que a <em>Ultimate Sith Edition</em> traz: Tatooine e Hoth (que são bem legais, até).</p>
<p style="text-align:justify;">No final canônico você precisa enfrentar o Imperador em pessoa, e após uma batalha decepcionante (chefes de missões anteriores eram muito mais desafiadores), segue o CG do sacrifício de Starkiller para salvar Mon Mothma, Bail Organa e afins. Reclusos, eles decidem “continuar o que Starkiller começou” [!!!!], leia-se a Aliança Rebelde, e adotam como estandarte o símbolo heráldico da família do falecido.</p>
<p style="text-align:justify;">Mesmo o enredo não sendo tão ruim assim – é até bacana creditar a formação da Aliança a um Jedi – acrescentar estas coisas na história acabam sendo um tiro no pé. Faria sentido Starkiller ser um personagem que ninguém conhecesse se ele continuasse como assassino sith e aprendiz secreto de Vader e morresse assassino sith e aprendiz secreto de Vader.</p>
<p style="text-align:justify;">Contudo, a partir do momento em que ele exerce um papel tão fundamental na formação da Aliança Rebelde – ao ponto do símbolo de sua família ser o estandarte da coligação – entra o questionamento: por que nunca ninguém ouviu falar nesse cara? Temos aí um Jedi, um cara que cacetou o Vader, que tinha um domínio ridiculamente incomum sobre a Força e que foi o responsável pela formação da facção que derrubou o Império e restaurou a República Galática. Ele seria um grande herói para a Nova República e mereceria, no mínimo, uma nota de rodapé pelos seus feitos. Ele é o primeiro mártir da Aliança. E então, cadê ele?</p>
<p style="text-align:justify;">No final das contas, <em>The Force Unleashed</em> é o domínio do estilo sobre o conteúdo, da demonstração da tecnologia sobre o enredo e sobre a falta de cuidado do Universo Expandido, e do próprio George Lucas, em acrescentar novas idéias à história dos filmes que começaram tudo em primeiro lugar. Um problema que ocorre muito mais freqüentemente após a nova trilogia – Episódios I, II e III – que demonstraram pouco cuidado do próprio criador da franquia em enriquecer a história. Como jogo, realmente, funciona, entretanto, exemplos como <em>Dark Forces</em>, jogo lançado em 1995, mostram claramente que é possível combinar boa jogabilidade com um enredo bem encaixado e interessante, sem destituir Star Wars de conceitos que a transformaram numa das mais bem-sucedidas franquias multimídia de todos os tempos.</p>
<p style="text-align:justify;"><em><strong><br />
</strong></em></p>
<p style="text-align:justify;"><em><strong>Marcus Vinicius Pilleggi</strong></em></p>
<p style="text-align:justify;">Imagem de Cabeçalho: Lorde Vader, por Eric Poulton</p>
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<title><![CDATA[Happy Post-Halloween!]]></title>
<link>http://absolutezeroindustries.wordpress.com/2009/11/01/happy-post-halloween/</link>
<pubDate>Sun, 01 Nov 2009 20:27:30 +0000</pubDate>
<dc:creator>Shredster7</dc:creator>
<guid>http://absolutezeroindustries.wordpress.com/2009/11/01/happy-post-halloween/</guid>
<description><![CDATA[So, how did your Halloween go? i&#8217;ve still retained my reputation of collecting Two Mixing Bowl]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>So, how did your Halloween go? i&#8217;ve still retained my reputation of collecting <em>Two Mixing Bowls </em>worth&#8230; too bad this is my last year. (XP) anyhow, safe to say there are no REAL updates, aside from a few minor ROBLOX projects. Total Havok 3 is coming along Slooooowly, since we haven&#8217;t captured much film yet. PURE is also in an EXTREMELY early stage of development, but it&#8217;s our biggest project yet, therefore, the wait <span style="text-decoration:line-through;">may </span><strong>Will </strong>be worth it.</p>
<p>however, there is somewhat noteworthy news I&#8217;d like to share: there may be a way to have Jake-Snake (AKA Chicago) create his own posts on the site! Of course, if he&#8217;s too outrageous, that idea would have been canceled out REAL fast. However, that idea is unlikely, as he seems a little more &#8216;mellow&#8217; on the web than in real life. (or <em>IS</em> he?)</p>
<p>I&#8217;ll probably be able to post the basic outline of the opening to PURE a few posts later, if all goes well.</p>
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<title><![CDATA[Myspace Banner]]></title>
<link>http://zackyhavok.wordpress.com/2009/11/01/myspace-banner/</link>
<pubDate>Sun, 01 Nov 2009 07:54:16 +0000</pubDate>
<dc:creator>zackyhavok</dc:creator>
<guid>http://zackyhavok.wordpress.com/2009/11/01/myspace-banner/</guid>
<description><![CDATA[Banner I created for my myspace a while back.]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Banner I created for my myspace a while back.</p>
<p><img class="aligncenter size-full wp-image-15" title="TopBanner" src="http://zackyhavok.wordpress.com/files/2009/10/topbanner2.jpg" alt="TopBanner" width="390" height="171" /></p>
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<title><![CDATA[La Chica De La Semana: Anne Hathaway!]]></title>
<link>http://elrecavorfabron.wordpress.com/2009/10/26/la-chica-de-la-semana-anne-hathaway/</link>
<pubDate>Mon, 26 Oct 2009 16:07:58 +0000</pubDate>
<dc:creator>MiiMee</dc:creator>
<guid>http://elrecavorfabron.wordpress.com/2009/10/26/la-chica-de-la-semana-anne-hathaway/</guid>
<description><![CDATA[Anne Jacqueline Hathaway (n. 12 de noviembre de 1982) es una actriz de cine y teatro estadounidense ]]></description>
<content:encoded><![CDATA[Anne Jacqueline Hathaway (n. 12 de noviembre de 1982) es una actriz de cine y teatro estadounidense ]]></content:encoded>
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<title><![CDATA[Uncharted 2: Number 2 seller for all]]></title>
<link>http://7one180.wordpress.com/2009/10/21/uncharted-2-number-2-seller-for-all/</link>
<pubDate>Wed, 21 Oct 2009 12:00:54 +0000</pubDate>
<dc:creator>Josh Derocher</dc:creator>
<guid>http://7one180.wordpress.com/2009/10/21/uncharted-2-number-2-seller-for-all/</guid>
<description><![CDATA[Uncharted 2: Among Thievs Recently I read the news that the PlayStation 3 exclusive title Uncharted ]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><div class="wp-caption alignleft" style="width: 650px"><img title="Uncharted 2" src="http://ninsox.com/files/2009/01/uncharted2.jpg" alt="Uncharted 2: Among Thievs" width="640" height="370" /><p class="wp-caption-text">Uncharted 2: Among Thievs</p></div>
<p>Recently I read the news that the PlayStation 3 exclusive title Uncharted 2: Among Thieves is the current number 2 seller for the month of October. I think that&#8217;s great news for the PS3. I can&#8217;t play it on my PC, but I&#8217;m still happy about it.</p>
<p>First reason it makes me happy is I hold a dark grudge against the Xbox 360. It&#8217;s become the Wal-Mart game system of choice and it&#8217;s lowering the bar for the rest of us. Cross platform games are generally developed with the 360 as the lead system resulting in lower graphics and performance. I understand why game companies do this. They need to make money to pay the bills.</p>
<p>Uncharted 2 is an amazing looking game using the Naughty Dog 2.0 and Havok engines. I don&#8217;t a game this awesome looking could run on the 360&#8217;s old hardware (it wasn&#8217;t that great to begin with). What I&#8217;m Hoping comes from this is more PS3/PC Exclusive games with higher graphics.</p>
<p>Games have fallen behind the current gen hardware and need to catch up. Uncharted 2 takes a bold step in that direction.</p>
<p>Now please let me have this on my PC.</p>
<p>Keep on gaming people!</p>
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<title><![CDATA[Useful Intel Articles]]></title>
<link>http://jadendreamer.wordpress.com/2009/10/13/useful-intel-articles/</link>
<pubDate>Tue, 13 Oct 2009 20:57:27 +0000</pubDate>
<dc:creator>Jade</dc:creator>
<guid>http://jadendreamer.wordpress.com/2009/10/13/useful-intel-articles/</guid>
<description><![CDATA[Designing artificial intelligence for video games. Fluid Simulation for video games. Tips &amp; Tric]]></description>
<content:encoded><![CDATA[Designing artificial intelligence for video games. Fluid Simulation for video games. Tips &amp; Tric]]></content:encoded>
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<title><![CDATA[H AMD ανακοινώνει την πρωτοβουλία "open physics"]]></title>
<link>http://xollothnews.wordpress.com/2009/10/01/h-amd-%ce%b1%ce%bd%ce%b1%ce%ba%ce%bf%ce%b9%ce%bd%cf%8e%ce%bd%ce%b5%ce%b9-%cf%84%ce%b7%ce%bd-%cf%80%cf%81%cf%89%cf%84%ce%bf%ce%b2%ce%bf%cf%85%ce%bb%ce%af%ce%b1-open-physics/</link>
<pubDate>Thu, 01 Oct 2009 03:25:35 +0000</pubDate>
<dc:creator>xollothnews</dc:creator>
<guid>http://xollothnews.wordpress.com/2009/10/01/h-amd-%ce%b1%ce%bd%ce%b1%ce%ba%ce%bf%ce%b9%ce%bd%cf%8e%ce%bd%ce%b5%ce%b9-%cf%84%ce%b7%ce%bd-%cf%80%cf%81%cf%89%cf%84%ce%bf%ce%b2%ce%bf%cf%85%ce%bb%ce%af%ce%b1-open-physics/</guid>
<description><![CDATA[H AMD ανακοινώνει την πρωτοβουλία &#8220;open physics&#8221; &#8211; ADSLgr.com Το ταξίδι της επιτάχ]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><a href="http://www.adslgr.com/forum/showthread.php?t=329113">H AMD ανακοινώνει την πρωτοβουλία &#8220;open physics&#8221; &#8211; ADSLgr.com</a></p>
<blockquote><p><a href="http://images.google.com/imgres?imgurl=http://www.techshout.com/images/amd-logo-march-2009.jpg&#38;imgrefurl=http://www.techshout.com/general/2009/14/amd-ships-50-millionth-ati-hollywood-gpu-for-wii/&#38;usg=__97zXzmGdoHS0kkv5LbsYr-v1UYU=&#38;h=320&#38;w=450&#38;sz=20&#38;hl=en&#38;start=7&#38;tbnid=RVE87LdV5mQpjM:&#38;tbnh=90&#38;tbnw=127&#38;prev=/images%3Fq%3DAMD%26ndsp%3D18%26hl%3Den%26lr%3D%26sa%3DN%26start%3D1"><img style="border:1px solid;" src="http://t0.gstatic.com/images?q=tbn:RVE87LdV5mQpjM:http://www.techshout.com/images/amd-logo-march-2009.jpg" alt="" width="127" height="90" /></a>Το ταξίδι της επιτάχυνσης των φυσικών δυνάμεων(physics) στις κάρτες γραφικών έχει υπάρξει μακρύ και χωρίς ιδιαίτερες ανταμοιβές. Ακόμα και αν η <a class="zem_slink" title="Nvidia" rel="geolocation" href="http://maps.google.com/maps?ll=37.3707277778,-121.963738889&#38;spn=0.01,0.01&#38;q=37.3707277778,-121.963738889%20%28Nvidia%29&#38;t=h">Nvidia</a> προωθεί αρκετά καλά το <a class="zem_slink" title="PhysX" rel="homepage" href="http://developer.nvidia.com/object/physx.html">PhysX</a>, η πλειοψηφία των developers κάθονται στην άκρη επιφυλακτικοί ως προς την υιοθέτηση αυτής της αποκλειστικής τεχνολογίας. Από την άλλη πλευρά, η AMD, συνεργάστηκε με την <a class="zem_slink" title="Havok (software)" rel="homepage" href="http://www.havok.com/">Havok</a> (εταιρία που ανήκει στην <a class="zem_slink" title="Intel Corporation" rel="geolocation" href="http://maps.google.com/maps?ll=37.3879277778,-121.963538889&#38;spn=0.01,0.01&#38;q=37.3879277778,-121.963538889%20%28Intel%20Corporation%29&#38;t=h">Intel</a>) για να βελτιώσει τον τρόπο με τον οποίο τα chips της χειρίζονται τις φυσικές δυνάμεις(physics), αλλά ακόμα περιμένουμε για να δούμε κάποιο σημαντικό βήμα από αυτό το στρατόπεδο.[<a href="http://www.adslgr.com/forum/showthread.php?t=329113">next]</a></p></blockquote>
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<title><![CDATA[Force Unleashed - Versão Para PC no Horizonte]]></title>
<link>http://diegomachado42.wordpress.com/2009/09/26/force-unleashed-versao-para-pc-no-horizonte/</link>
<pubDate>Sun, 27 Sep 2009 01:42:03 +0000</pubDate>
<dc:creator>diegolomac</dc:creator>
<guid>http://diegomachado42.wordpress.com/2009/09/26/force-unleashed-versao-para-pc-no-horizonte/</guid>
<description><![CDATA[Eu estava planejando fazer um post falando sobre a tecnologia desse jogo há meses, mas agora que li ]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Eu estava planejando fazer um post falando sobre a tecnologia desse jogo há meses, mas agora que li a notícia sobre o lançamento pra PC posso matar dois coelhos com uma cajadada só.</p>
<p>Bem, para quem não sabe, <em>Star Wars: The Force Unleashed</em> é um jogo que foi lançado para Xbox 360 e PS3 no ano passado, com uma história que se passa entre os Episódios III e IV, onde você é um aprendiz de Darth Vader que sabe controlar a Força como mais ninguém:<!--more--></p>
<p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/RkBiYpD3SDc&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' /><param name='allowfullscreen' value='true' /><param name='wmode' value='transparent' /><embed src='http://www.youtube.com/v/RkBiYpD3SDc&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' type='application/x-shockwave-flash' allowfullscreen='true' width='425' height='350' wmode='transparent'></embed></object></span></p>
<p>Por favor, pare de babar agora. Eu ainda não terminei. De qualquer forma, o grande trunfo do game quando foi lançado foi o de apresentar três grandes tecnologias de simulação trabalhando juntas pela primeira vez:</p>
<ul>
<li><strong>Havok</strong> &#8211; Um programa confiável e que tem uma longa história, já foi usado por dezenas de games durante anos. É o simulador de física mais básico: se você pegar uma caixa com a Força e jogá-la, ela vai ter uma massa, direção e velocidade específicas. E se ela bater em outra caixa, isso será transferido.</li>
<li><strong>Euphoria</strong> &#8211; Um pouco mais recente, esse programa é algo mais ou menos perto de uma Inteligência Artificial. Ele faz com que personagens tenham um instinto de auto-preservação imprevisível. Você não sabe <span style="text-decoration:underline;">como</span> eles vão reagir, você só sabe que eles <span style="text-decoration:underline;">vão</span> reagir. Por exemplo, se você tentar jogar uma caixa em um Stormtrooper, ele pode se abaixar, se jogar para longe, ou até mesmo agarrar a caixa. Se você tentar levantar o Stormtrooper com a Força, ele pode se agarrar naquilo que estiver por perto, seja uma parede, uma caixa, ou até mesmo outro Stormtrooper.</li>
<li><strong>Digital Molecular Matter (DMM)</strong> &#8211; Esse é o que eu acho mais incrível. Basicamente, ele faz os materiais serem realmente <span style="text-decoration:underline;">materiais.</span> Por exemplo, se você usar a Força em uma placa de madeira, ela vai quebrar realmente como madeira. Vidro quebra como vidro, e metal até se retorce como metal.</li>
</ul>
<p>Agora, imagine a seguinte situação: Você pega uma caixa com a Força. Nesse momento, o Havok está dizendo à caixa como deve se comportar. Então, você lança a caixa em um Stormtrooper, que se agarra nela. Agora, o Havok tem que se comunicar com o Euphoria, para o Stormtrooper saber onde está se agarrando, e como deve se movimentar, para ficar de acordo com o movimento da caixa. Agora, imagine que você joga a caixa e o Stormtrooper em uma janela de vidro. Nesse momento, Havok, Euphoria e DMM terão que se comunicar simultaneamente, para simular o que acontece com a caixa, o Stormtrooper e o vidro. Entendeu o porquê de eu achar isso tão incrível?</p>
<p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/IhHdBGawhaY&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' /><param name='allowfullscreen' value='true' /><param name='wmode' value='transparent' /><embed src='http://www.youtube.com/v/IhHdBGawhaY&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' type='application/x-shockwave-flash' allowfullscreen='true' width='425' height='350' wmode='transparent'></embed></object></span></p>
<p>O problema é que o jogo que vocês estão vendo só foi lançado para o PS3 e o Xbox 360. O Nintendo Wii, o PS2, o Nintendo DS e o PSP também lançaram o jogo, mas era uma versão completamente diferente, malfeita, e sem toda a simulação legal que você viu aqui. E o que é pior: o PC e o Mac não receberam versão nenhuma. Nem mesmo uma malfeita. Aparentemente, a equipe da LucasArts decidiu que era difícil demais desenvolver aquelas simulações bonitas para um computador.</p>
<p>Então, imaginem minha surpresa, visto que hoje, enquanto eu estava navegando pela net, encontrei um anúncio falando sobre o lançamento de uma versão para PC e Mac do <em>Star Wars: The Force Unleashed</em>, que ainda por cima terá três fases extras, que girarão em torno de um universo Star Wars alternativo, onde Darth Vader morre antes do começo do Episódio IV, o aprendiz toma seu lugar, e faz com que o Lado Negro da Força vença. Sim, é meio apelão e destrói toda a história da Trilogia Antiga, mas dêem só uma olhada no trailer:</p>
<p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/M0LcIVYu7BY&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' /><param name='allowfullscreen' value='true' /><param name='wmode' value='transparent' /><embed src='http://www.youtube.com/v/M0LcIVYu7BY&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' type='application/x-shockwave-flash' allowfullscreen='true' width='425' height='350' wmode='transparent'></embed></object></span></p>
<p>A expressão &#8220;mais memória e uma placa de vídeo nova&#8221; já passou pela sua cabeça?</p>
<p>&#8230;</p>
<p>Tá legal, já terminei, pode babar à vontade agora.</p>
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<title><![CDATA[Base aérea de Natal rastaura A-26 Invader]]></title>
<link>http://espacoaereo.wordpress.com/2009/09/24/base-aerea-de-natal-rastaura-a-26-invander/</link>
<pubDate>Thu, 24 Sep 2009 23:39:47 +0000</pubDate>
<dc:creator>espacoaereo</dc:creator>
<guid>http://espacoaereo.wordpress.com/2009/09/24/base-aerea-de-natal-rastaura-a-26-invander/</guid>
<description><![CDATA[Já está no seu pedestal o histórico B-26 “Invader”. Após um trabalho de restauração, realizado por u]]></description>
<content:encoded><![CDATA[Já está no seu pedestal o histórico B-26 “Invader”. Após um trabalho de restauração, realizado por u]]></content:encoded>
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<title><![CDATA[Πρώτη in-game δράση από The Witcher 2: Assassins Of Kings]]></title>
<link>http://xollothnews.wordpress.com/2009/09/19/%cf%80%cf%81%cf%8e%cf%84%ce%b7-in-game-%ce%b4%cf%81%ce%ac%cf%83%ce%b7-%ce%b1%cf%80%cf%8c-the-witcher-2-assassins-of-kings/</link>
<pubDate>Sat, 19 Sep 2009 03:05:44 +0000</pubDate>
<dc:creator>xollothnews</dc:creator>
<guid>http://xollothnews.wordpress.com/2009/09/19/%cf%80%cf%81%cf%8e%cf%84%ce%b7-in-game-%ce%b4%cf%81%ce%ac%cf%83%ce%b7-%ce%b1%cf%80%cf%8c-the-witcher-2-assassins-of-kings/</guid>
<description><![CDATA[Πρώτη in-game δράση από The Witcher 2: Assassins Of Kings | Game 2.0 Στην προσπάθεια της να βρει εκδ]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><div><a href="http://game20.gr/news/first-in-game-footage-of-the-witcher-2-8763/">Πρώτη in-game δράση από The Witcher 2: Assassins Of Kings &#124; Game 2.0</a></p>
<blockquote><p><a href="http://images.google.com/imgres?imgurl=http://1.bp.blogspot.com/_K62QhbEMX6U/SmoJ9y7BqII/AAAAAAAAC2Q/unM32jrZbL4/s400/Indiana-jones.jpg&#38;imgrefurl=http://www.smashapps.org/2009/07/40-games-wallpapers-most-wanted.html&#38;usg=__feSq9oWZWHoAjYJrC0s8Ee3ef2k=&#38;h=300&#38;w=400&#38;sz=32&#38;hl=en&#38;start=7&#38;tbnid=7uKkASrUBvtnzM:&#38;tbnh=93&#38;tbnw=124&#38;prev=/images%3Fq%3DThe%2BWitcher%2B2:%2BAssassins%2BOf%2BKings%26ndsp%3D18%26hl%3Den%26lr%3D%26sa%3DN%26start%3D1"><img style="border:1px solid;" src="http://t0.gstatic.com/images?q=tbn:7uKkASrUBvtnzM:http://1.bp.blogspot.com/_K62QhbEMX6U/SmoJ9y7BqII/AAAAAAAAC2Q/unM32jrZbL4/s400/Indiana-jones.jpg" alt="" width="124" height="93" /></a>Στην προσπάθεια της να βρει εκδότη, η <a class="zem_slink" title="CD Projekt" rel="homepage" href="http://www.cdprojekt.com">CD Projekt</a> συνέθεσε ένα trailer του The Witcher 2: Assassins Of Kings, το οποίο δυστυχώς (ή ευτυχώς) για την εταιρεία, διέρρευσε στο ίντερνετ. Τα πρώτα στοιχεία που εμφανίζονται είναι η ανανεωμένη μηχανή γραφικών, η χρησιμοποίηση της <a class="zem_slink" title="Havok (software)" rel="homepage" href="http://www.havok.com/">Havok physics engine</a>, τα νέα quick-time events, καθώς επίσης και οι αντιδράσεις/διάλογοι των <a class="zem_slink" title="Non-player character" rel="wikipedia" href="http://en.wikipedia.org/wiki/Non-player_character">NPCs</a> στα όσα κάνετε.[<a href="http://game20.gr/news/first-in-game-footage-of-the-witcher-2-8763/">next]</a></p></blockquote>
<div class="zemanta-articles">Related articles by <a class="zem_slink" title="Zemanta" rel="homepage" href="http://www.zemanta.com">Zemanta</a>:</p>
<ul class="zemanta-articles">
<li><a href="http://www.joystiq.com/2009/09/18/the-witcher-2-assassins-of-kings-revealed-by-internal-video-lea/"> The Witcher 2: Assassins of Kings revealed by internal video leak </a></li>
<li><a href="http://www.destructoid.com/the-witcher-2-assassin-of-kings-video-leaked-possibly-149036.phtml"> The Witcher 2: Assassin of Kings video leaked, possibly </a></li>
<li><a href="http://www.destructoid.com/captain-obvious-witcher-2-confirmed-as-a-real-thing-149076.phtml"> Captain Obvious: Witcher 2 confirmed as a real thing </a></li>
<li><a href="http://www.rockpapershotgun.com/2009/09/18/the-witcher-2-presentation-video-leaked/"> The Witcher 2 Presentation Video Leaked </a></li>
</ul>
</div>
</div>
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<title><![CDATA[My Server, My Race, My Legion...]]></title>
<link>http://aionicthoughts.wordpress.com/2009/09/18/my-server-my-race-my-legion/</link>
<pubDate>Fri, 18 Sep 2009 06:20:09 +0000</pubDate>
<dc:creator>naamah88</dc:creator>
<guid>http://aionicthoughts.wordpress.com/2009/09/18/my-server-my-race-my-legion/</guid>
<description><![CDATA[With character pre-select rapidly approaching, everyone who preordered Aion is scrambling to decide ]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><a href="http://www.havok-gaming.net/"><img class="aligncenter size-thumbnail wp-image-491" title="Havoklogo1" src="http://aionicthoughts.wordpress.com/files/2009/09/havoklogo11.jpg?w=150" alt="Havoklogo1" width="459" height="94" /></a></p>
<p>With character pre-select rapidly approaching, everyone who preordered Aion is scrambling to decide their server, race and possibly Legion.  Servers are filling up rapidly and the server forums on <a href="http://www.aionsource.com" target="_blank">Aion Source</a> are active as Legions post recruitment ads and everyone prepares for the floodgates to open.</p>
<p>Tonight my Legion, Havok, have settled on a race and server to role on.  We waited until almost the last moment so that we could peruse the various server forums and get an idea of how each server&#8217;s community is going to look.  We had a lot of discussion on what we were and were not looking for in a server and after much gnashing of teeth settled on Lumiel as our server.</p>
<p>Lumiel, as you may <a href="http://aionicthoughts.wordpress.com/2009/09/15/the-total-debacle-and-continuing-drama-of-the-aion-rp-server/" target="_blank">remember</a>, is the final destination of most of the RP community in Aion and will be the &#8220;Unofficial&#8221; Roleplay server.  Havok is not a RP guild but we certainly enjoy the (normally) more mature community that is to be found on most RP servers.  We look forward to joining forces with our Asmodian comrades and fighting against our Elyos opponents.</p>
<p>I found Havok through the <a href="http://www.keenandgraev.com" target="_blank">Keen and Graev forums</a> and decided to join on Keen&#8217;s recommendation and I am glad I did.  They are a great group of folks and I truly look forward to leveling, PvPing and PvEing with them in the weeks, months and, hopefully, years to come.  Playing a MMO is fun but playing a MMO with a great Guild/Legion is even better.  I think I found one in Havok.</p>
<p>If you are still without a Legion for Aion&#8217;s launch and wish to inquire about Havok, leave a comment here or click the Havok banner above and check us out!</p>
<blockquote><p>
<strong><span style="color:blue;">Havok Details:</span></strong></p>
<p><strong>Server:</strong> Lumiel (EST)<br />
<strong>Race:</strong> Asmodian</p>
<p><strong><a href="http://na.aiononline.com/en/news/more-details-on-preselection.html" target="_blank">Character Pre-Selection:</a></strong> Sept 18th &#8211; 12:00PM PST to Sept 20th &#8211; 9:00AM PST</p>
<p><strong><a href="http://na.aiononline.com/en/news/head-start-gets-detailed.html" target="_blank">Head Start:</a> </strong> Sept 20th &#8211; 12:00PM PST</p>
<p>If you are planning on playing with us, make sure to sign up and check out the relevant information for release.</p>
<p>See you all on the 20th!</p></blockquote>
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<title><![CDATA[Analisis: 'Marvel Ultimate Alliance 2']]></title>
<link>http://bloggergamers.wordpress.com/2009/09/16/analisis-marvel-ultimate-alliance-2/</link>
<pubDate>Wed, 16 Sep 2009 00:51:44 +0000</pubDate>
<dc:creator>gustavo1993</dc:creator>
<guid>http://bloggergamers.wordpress.com/2009/09/16/analisis-marvel-ultimate-alliance-2/</guid>
<description><![CDATA[Táctico, aguerrido y despiadado. Marvel Ultimate Alliance esta de regreso con una secuela bastante g]]></description>
<content:encoded><![CDATA[Táctico, aguerrido y despiadado. Marvel Ultimate Alliance esta de regreso con una secuela bastante g]]></content:encoded>
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<title><![CDATA[Aiden = Almost 9 Months]]></title>
<link>http://lifewithhammy.wordpress.com/2009/09/05/aiden-almost-9-months/</link>
<pubDate>Sat, 05 Sep 2009 21:53:43 +0000</pubDate>
<dc:creator>hammy116</dc:creator>
<guid>http://lifewithhammy.wordpress.com/2009/09/05/aiden-almost-9-months/</guid>
<description><![CDATA[So, as time goes flying by the milestones in my son&#8217;s life just keep rolling on, too.  Just th]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>So, as time goes flying by the milestones in my son&#8217;s life just keep rolling on, too.  Just the other day, we walked into his room in the morning to see him sitting up on his bottom by himself just smiling so proudly.  And, today, just now&#8230;not even 15 minutes ago, he pulled himself up to standing by himself in his playpen.  I was just like, &#8220;Whoa&#8230;&#8221;  I mean, he&#8217;ll be walking in no time&#8230;seriously!!!  It&#8217;s insane!</p>
<p>Anyways, it&#8217;s been a long time since I&#8217;ve thrown some pics on here.  Unfortunately, my Olympus camera bit the dust &#8211; it saddens me because it just randomly quit working one day, and I&#8217;ve read such great things about Olympus.  It blows.  Oh well&#8230;here&#8217;s some pics from a camcorder.  The quality isn&#8217;t perfect, but better than nothing&#8230;enjoy!</p>
<p><img class="aligncenter size-full wp-image-272" title="aidenbottle001" src="http://lifewithhammy.wordpress.com/files/2009/09/aidenbottle001.jpg" alt="aidenbottle001" width="590" height="443" /></p>
<p style="text-align:center;">He&#8217;s a heavy drinker&#8230;as you can see.  <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><img class="aligncenter size-full wp-image-273" title="aidenbottle002" src="http://lifewithhammy.wordpress.com/files/2009/09/aidenbottle002.jpg" alt="aidenbottle002" width="575" height="432" /></p>
<p style="text-align:center;">Doesn&#8217;t he LOOK so innocent&#8230;?  Yeah, right!  <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-274" title="aidenstand1st001" src="http://lifewithhammy.wordpress.com/files/2009/09/aidenstand1st001.jpg" alt="aidenstand1st001" width="606" height="455" /></p>
<p style="text-align:center;">Why, hello, daddy&#8230;what do you have there??</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-275" title="aidenstand1st002" src="http://lifewithhammy.wordpress.com/files/2009/09/aidenstand1st002.jpg" alt="aidenstand1st002" width="611" height="459" /></p>
<p style="text-align:center;">I&#8217;m a little scared&#8230;how did I get way up here?  He looks so innocent and cute here!</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-276" title="aidenstand1st003" src="http://lifewithhammy.wordpress.com/files/2009/09/aidenstand1st003.jpg" alt="aidenstand1st003" width="622" height="467" /></p>
<p style="text-align:center;">And this is him showing his true colors&#8230;he&#8217;s so MAD!</p>
<p style="text-align:center;"><img class="aligncenter size-full wp-image-277" title="havokbone" src="http://lifewithhammy.wordpress.com/files/2009/09/havokbone.jpg" alt="havokbone" width="619" height="465" /></p>
<p style="text-align:center;">And, of course, we can&#8217;t forget our little baby puggadoo&#8230;poor lil Havok.  <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   We love you, too!</p>
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<title><![CDATA[Capcom and Havok Expand Partnership]]></title>
<link>http://capsulecomputers.wordpress.com/2009/09/01/capcom-and-havok-expand-partnership/</link>
<pubDate>Tue, 01 Sep 2009 22:44:01 +0000</pubDate>
<dc:creator>CapsuleComputers</dc:creator>
<guid>http://capsulecomputers.wordpress.com/2009/09/01/capcom-and-havok-expand-partnership/</guid>
<description><![CDATA[Havok has just announced that Capcom will continue to expand the use of Havok&#8217;s Physics middle]]></description>
<content:encoded><![CDATA[Havok has just announced that Capcom will continue to expand the use of Havok&#8217;s Physics middle]]></content:encoded>
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<title><![CDATA[Life With Hammy - Video Game Violence]]></title>
<link>http://lifewithhammy.wordpress.com/2009/08/24/life-with-hammy-video-game-violence/</link>
<pubDate>Mon, 24 Aug 2009 23:52:05 +0000</pubDate>
<dc:creator>hammy116</dc:creator>
<guid>http://lifewithhammy.wordpress.com/2009/08/24/life-with-hammy-video-game-violence/</guid>
<description><![CDATA[Drew a new comic using one of my graphics tablets&#8230;not great, but I didn&#8217;t have a lot of ]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Drew a new comic using one of my graphics tablets&#8230;not great, but I didn&#8217;t have a lot of time.  Sorry!  I will try to do better from now on&#8230;enjoy!</p>
<p><img class="aligncenter size-full wp-image-262" title="35" src="http://lifewithhammy.wordpress.com/files/2009/08/35.jpg" alt="35" width="655" height="655" /></p>
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<title><![CDATA[The End of the War]]></title>
<link>http://thecomiccritique.wordpress.com/2009/08/22/the-end-of-the-war/</link>
<pubDate>Sun, 23 Aug 2009 00:22:42 +0000</pubDate>
<dc:creator>artofwar11</dc:creator>
<guid>http://thecomiccritique.wordpress.com/2009/08/22/the-end-of-the-war/</guid>
<description><![CDATA[     The two titular kings, Black Bolt and Vulcan, face each other down in the final issue of the hi]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><img class="alignnone" title="War of Kings #6" src="http://i.newsarama.com/images/wok006_dc11_0001.jpg" alt="" width="592" height="900" /></p>
<p>     The two titular kings, Black Bolt and Vulcan, face each other down in the final issue of the hit sci-fi miniseries, <strong>War of Kings</strong>.  The two of them let loose on each other, and Vulcan figures out that the craft they&#8217;re in is a weapon, though he thinks it&#8217;s a just a bomb.  Medusa freaks out about Black Bolt sacrificing his life, and Crystal uses Lockjaw to transport herself to the T-bomb.  On Chandilar, Havok and Polaris watch as everything burns to the ground.  Gladiator, in his grief, picks up the imperial scepter and walks out into the streets, only to be hailed by the Shi&#8217;ar as the new Majestor of the Empire.  That&#8217;s right.  Gladiator is now the emperor.  Back at the battle, Black Bolt refuses to give in and gives one final shout, one that flays all the skin off Vulcan and leaves him a husk.  That&#8217;s right, Black Bolt wins.  Crystal arrives and takes the energy out of the Terrigen crystals.  She convinces him that the idea of the T-bomb was a bad idea.  As she, Black Bolt, and Lockjaw try to leave, Vulcan musters up enough energy to attack him again.  Crystal and Lockjaw teleport away without Black Bolt, and the bomb goes off, tearing a massive hole in space-time.  The conflict is over, and both of the kings are dead.  Or at the very least lost somewhere in the multiverse.</p>
<p>     Wow.  Just wow.  Endings are really hard to pull off, but I should never have doubted Dan Abnett and Andy Lanning.  Gladiator as the leader of the Shi&#8217;ar?  That&#8217;s freaking awesome!  And EVERYONE is happy that Black Bolt won, since basically no one likes Vulcan.  Abnett and Lanning did superb job using Crystal and Gladiator as the emotional and narrative focuses of the story, and both of them have come out of this completely changed.  I think Crystal might actually love Ronan the Accuser, and Ronan has, over the course of Annihilation, Annihilation: Conquest, and War of Kings, become a far more likable character than the Fantastic Four villain he used to be.  I&#8217;ll admit, it would have been nice to see more of Nova, the Starjammers, and the Guardians of the Galaxy in the main story.  Havok and Polaris&#8217; little one page ending was rather short for my tastes.  But even still, this was one hell of an ending.  And props to Paul Pelletier for maintaining a high level of quality through every issue.  Not many artists are capable of that.  With Realm of Kings coming up, the cosmic side of the Marvel Universe is as exciting as just after Annihilation: Conquest.  I can&#8217;t wait to see what these two come up with next.  But they&#8217;re two of the only writers that I know of that can keep things in a constant state of flux without making me feel the dreaded &#8220;event fatigue.&#8221;</p>
<p>Plot: 9.2      Art: 9.2      Dialogue: 9.2      <strong>Overall: 9.2</strong></p>
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<title><![CDATA[X-Men Power Rankings #13-#11]]></title>
<link>http://mintconditionpublishing.com/2009/08/19/x-men-power-rankings-13-11/</link>
<pubDate>Wed, 19 Aug 2009 17:41:09 +0000</pubDate>
<dc:creator>yourfriendandy</dc:creator>
<guid>http://mintconditionpublishing.com/2009/08/19/x-men-power-rankings-13-11/</guid>
<description><![CDATA[I’m power ranking all of the X-Men (and former X-Men) who are currently appearing in a comic book or]]></description>
<content:encoded><![CDATA[I’m power ranking all of the X-Men (and former X-Men) who are currently appearing in a comic book or]]></content:encoded>
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<title><![CDATA[TWG- Volume 9- Higher and Higher Baby! (But then realistic in-game physics kick in and everything comes back down)]]></title>
<link>http://twogaming.wordpress.com/2009/08/06/twg-volume-9-higher-and-higher-baby-but-then-relistic-in-game-physics-kick-in-and-everything-comes-back-down/</link>
<pubDate>Thu, 06 Aug 2009 19:50:59 +0000</pubDate>
<dc:creator>lordtaeglan</dc:creator>
<guid>http://twogaming.wordpress.com/2009/08/06/twg-volume-9-higher-and-higher-baby-but-then-relistic-in-game-physics-kick-in-and-everything-comes-back-down/</guid>
<description><![CDATA[One of the things that we expect now in our video games is a realistic physics engine, to give our v]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>One of the things that we expect now in our video games is a realistic physics engine, to give our virtual worlds proper trajectories, collisions and forces. One of the most famous physics games is Half Life 2, which has physics puzzles and gravity as its key element, to the point of having the iconic gravity gun as it&#8217;s main weapon. The game utilises the Havok engine, which is generally taken as one of the best in the business. However all other games are also based upon physics engines of varying quality, meaning that physics is a crucial part of any game. Even things like Call of Duty need to be able to accurately calculate trajectories, bullet termination vectors, and the effects supplied by the bullet on walls and people. I attended a lecture a while back on this very subject and the maths related to this field, and it was quite frankly incredible to find out the mathematics involved. To look at the long history of physics one must traverse the time streams all the way back to games such as Asteroids (1979),  which introduced very rudimentary physics, nevertheless this became very important when the later developers began thinking about implementing real world systems in their games. But nowadays, we would be shocked if we found our characters responding in an unrealistic way to their environments. Many games, especially on the PC include a &#8216;no clip mode&#8217; allowing the negation of the physics engine. Whilst good fun for a time I think that most gamers would agree that games are more fun with physics  intact. So take that Stoke da Fire. You know who you are. Read it and weep!</p>
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<title><![CDATA[The Physics Revolution That Never Happened]]></title>
<link>http://oxcgn.com/2009/07/29/the-physics-revolution-that-never-happened/</link>
<pubDate>Wed, 29 Jul 2009 03:20:30 +0000</pubDate>
<dc:creator>AXIS of Reality</dc:creator>
<guid>http://oxcgn.com/2009/07/29/the-physics-revolution-that-never-happened/</guid>
<description><![CDATA[by AXIS of Reality ©2009 Alex Baldwin Cast your mind back to 2003. Remember seeing those amazing E3 ]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><span style="color:#808000;"><img class="alignnone size-full wp-image-18318" src="http://xboxoz360.wordpress.com/files/2009/07/physics-header1.jpg" alt="" width="468" height="120" /><br />
</span></p>
<p><em><strong><span style="color:#ff6600;"><a href="https://twitter.com/AXIS_of_Reality"><img class="alignleft size-thumbnail wp-image-18234" title="Alex's Twitter" src="http://xboxoz360.wordpress.com/files/2009/07/alex-twiter-avatar1.jpg?w=108" alt="Alex's Twitter" width="56" height="78" /></a>by AXIS of Reality</span></strong></em></p>
<h6><span style="color:#c0c0c0;"><em>©2009 Alex Baldwin</em></span></h6>
<p><a href="http://xboxoz360.wordpress.com/files/2009/07/half-life-2-360-oxcgn.jpg"><img class="alignright size-medium wp-image-18296" title="half life 2 360 oxcgn" src="http://xboxoz360.wordpress.com/files/2009/07/half-life-2-360-oxcgn.jpg?w=239" alt="half life 2 360 oxcgn" width="155" height="195" /></a>Cast your mind back to 2003. Remember seeing those amazing <a href="http://en.wikipedia.org/wiki/Electronic_Entertainment_Expo">E3</a> videos of <a href="http://half-life2.com/">Half-Life 2</a> with a Combine gunship shooting a car the player was hiding behind?</p>
<p>You know, where the doors would swing and the whole car would lurch on its suspension under the impact.</p>
<p>It was at that time that the buzz was officially started for the so-called physics revolution.</p>
<p><!--moreCheck out our in depth debate  . . . &#62;--></p>
<p>Yet here we are 6 years later, with fancy schmancy new hardware (360/PS3) and what is there to show for 6 years of tech exponentially improving in game physics?</p>
<p>For the most part, just a few more boxes that can fall off shelves. Yay.</p>
<div id="attachment_18291" class="wp-caption alignright" style="width: 162px"><a href="http://xboxoz360.wordpress.com/files/2009/07/ps3xboxbiginjapan580.jpg"><img class="size-medium wp-image-18291" title="Next-Gen Hits" src="http://xboxoz360.wordpress.com/files/2009/07/ps3xboxbiginjapan580.jpg?w=300" alt="Next-Gen Unleashes new graphical powers?" width="152" height="93" /></a><p class="wp-caption-text">Next-Gen Unleashes new graphical powers?</p></div>
<p>It&#8217;s with that in mind that I&#8217;m going to have a close examination of where we are at the moment and why, since it&#8217;s one of the key elements of games next to graphics, sound and gameplay.</p>
<p>First, time to go even further back to the late 1990s when <a href="http://www.dreamworksanimation.com/">Dreamworks</a> was working on a PC game known as <a href="http://en.wikipedia.org/wiki/index.html?curid=710713">Jurassic Park: Trespasser</a>. This was a title being prepped to turn what people expected from games on its head.</p>
<p><span style="color:#993300;"><strong>• Jurassic Park: Trespasser demo</strong></span></p>
<span id='plh-loop-video-embed-0' class='hidden'>done</span><script type="text/javascript" src="http://v.wordpress.com/wp-content/plugins/video/swfobject2.js"></script><ins style='text-decoration:none;'>
<div class='video-player' id='x-video-0'>
<p id='video-0'></p></div></ins><script type='text/javascript'>swfobject.embedSWF('http://v.wordpress.com/wp-content/plugins/video/flvplayer.swf?ver=1.11', 'video-0', '400', '236', '9.0.115','http://v.wordpress.com/wp-content/plugins/video/expressInstall2.swf', {guid:'AS3TnOz2', javascriptid:'video-0', width:'400', height:'236', locksize:'no'}, {allowfullscreen: 'true', allowscriptaccess:'always', seamlesstabbing:'true', overstretch:'true'}, {'id':'video-0'});</script>

<div id="attachment_18293" class="wp-caption alignright" style="width: 165px"><a href="http://xboxoz360.wordpress.com/files/2009/07/turok-oxcgn.jpg"><img class="size-medium wp-image-18293" title="turok oxcgn" src="http://xboxoz360.wordpress.com/files/2009/07/turok-oxcgn.jpg?w=300" alt="turok oxcgn" width="155" height="88" /></a><p class="wp-caption-text">Turok takes a bite out on the graphics this-gen</p></div>
<p>Instead of controlling a camera with a gun strapped to it poking out the right-hand side of the screen as most FPS do, you would actually have control of in-game hands.</p>
<p>Pick up in-game objects to use, all physically accurate and all dynamic to use against the evil dinosaurs (a game enemy that seems to have ironically gone extinct since <a href="http://www.turok.com/">Turok</a>).</p>
<p>Pretty impressive for the age of the <a href="http://en.wikipedia.org/wiki/PSX">PSX</a> and <a href="http://en.wikipedia.org/wiki/Nintendo_64">N64</a>, yes? So why haven&#8217;t you heard of it along with other landmark titles like Half-Life and Mario 64?</p>
<h2><span style="color:#993300;">Time to execute</span></h2>
<div id="attachment_18294" class="wp-caption alignright" style="width: 165px"><a href="http://xboxoz360.wordpress.com/files/2009/07/tresspasser.jpg"><img class="size-medium wp-image-18294" title="Tresspasser" src="http://xboxoz360.wordpress.com/files/2009/07/tresspasser.jpg?w=250" alt="Tresspasser" width="155" height="186" /></a><p class="wp-caption-text">Well, it was buggy as all hell, but did convey the message</p></div>
<p>Unfortunately <a href="http://en.wikipedia.org/wiki/index.html?curid=710713">Trespasser</a> can be attributed with damning the use of physics in games for years.</p>
<p>Simply put, it was broken. Horribly, horribly broken. Everything was glitchy and bugged, making everything with &#8216;physics&#8217; appear to just be acting randomly.</p>
<p>Because the physics didn&#8217;t work, the game didn&#8217;t work. And after all, what designer wants his/her game to be destroyed through no fault of their own simply because the technology just isn&#8217;t there?</p>
<p><span style="color:#993300;"><strong>• Half Life 2 at E3 03</strong></span></p>
<span id='plh-loop-video-embed-1' class='hidden'>done</span><ins style='text-decoration:none;'>
<div class='video-player' id='x-video-1'>
<p id='video-1'></p></div></ins><script type='text/javascript'>swfobject.embedSWF('http://v.wordpress.com/wp-content/plugins/video/flvplayer.swf?ver=1.11', 'video-1', '400', '236', '9.0.115','http://v.wordpress.com/wp-content/plugins/video/expressInstall2.swf', {guid:'pOzHKw0Y', javascriptid:'video-1', width:'400', height:'236', locksize:'no'}, {allowfullscreen: 'true', allowscriptaccess:'always', seamlesstabbing:'true', overstretch:'true'}, {'id':'video-1'});</script>

<p><a href="http://xboxoz360.wordpress.com/files/2009/07/deus-ex-ocgn.jpg"><img class="alignright size-medium wp-image-18295" title="deus Ex ocgn" src="http://xboxoz360.wordpress.com/files/2009/07/deus-ex-ocgn.jpg?w=209" alt="deus Ex ocgn" width="155" height="223" /></a>After Trespasser sank into oblivion, nothing much was heard of game physics or &#8216;dynamics&#8217; until <a href="http://orange.half-life2.com/">Half-Life 2</a>&#8217;s first trailer and the release of <a href="http://en.wikipedia.org/wiki/Deus_Ex:_Invisible_War">Deus Ex 2: Invisible War</a>.</p>
<p>Possibly the first large commercial release with properly working physics (provided by the soon-to-be industry standard providers, <a href="http://www.havok.com/">Havok</a>), Invisible War let the player pick up any object (or corpse) not bolted down and throw it around.</p>
<p>Admittedly it was in the early days so boxes and human corpses seemed to weigh the same but hey, the physics worked.</p>
<p>You knock out a guard, pick him up and stick him on a bonfire to watch him wake up screaming (and then die). Entertaining stuff.</p>
<p><a href="http://xboxoz360.wordpress.com/files/2009/07/max-payne-2-oxcgn.jpg"><img class="alignright size-medium wp-image-18297" title="Max Payne 2 oxcgn" src="http://xboxoz360.wordpress.com/files/2009/07/max-payne-2-oxcgn.jpg?w=300" alt="Max Payne 2 oxcgn" width="155" height="117" /></a>However it wasn&#8217;t until 2004 that game dynamics started to become common and feasible for developers. <a href="http://www.bungie.net/projects/halo2/default.aspx"></a></p>
<p><a href="http://www.bungie.net/projects/halo2/default.aspx">Halo 2</a> and <a href="http://www.rockstargames.com/maxpayne2/">Max Payne 2</a> both used Havok to great effect to make shooting enemies that much more entertaining &#8211; after all, who wants to watch the same death animation over and over when they could see a body slump down in a heap or fall over the edge of a cliff?</p>
<p>Crates went flying from explosions, lights would swing and all-in-all it was a much more dynamic experience.</p>
<h2><span style="color:#993300;">No more static environments</span></h2>
<p><span style="color:#000000;"><a href="http://xboxoz360.wordpress.com/files/2009/07/havox1.jpg"><img class="alignright size-full wp-image-18298" title="havox1" src="http://xboxoz360.wordpress.com/files/2009/07/havox1.jpg" alt="havox1" width="155" height="130" /></a>Environments weren&#8217;t static anymore &#8211; they were part of the action.</span></p>
<p>It must be said though that Half-Life 2 really set things in motion &#8211; literally. Using a modified version of Havok in their Source Engine, <a href="http://www.valvesoftware.com/">Valve</a> showed its use in gameplay with physics puzzles utilising one of the most brilliant weapons ever: the physics gun. Run out of ammo?</p>
<p>Just rip a toilet out of the wall and hammer your opponent&#8217;s urinals. Good times&#8230;</p>
<p>Soon after, the rumour mills were grinding into action about new games with grenades that would blast holes in the ground, weapons that could blow open the sides of buildings and vehicles that could be smashed and destroyed piece by piece. Lofty expectations indeed, which were further fueled by a newcomer to the scene: Ageia.</p>
<p><a href="http://xboxoz360.wordpress.com/files/2009/07/sv_ageia_physx_2.jpg"><img class="alignright size-full wp-image-18299" title="sv_ageia_physx_2" src="http://xboxoz360.wordpress.com/files/2009/07/sv_ageia_physx_2.jpg" alt="sv_ageia_physx_2" width="155" height="168" /></a>Developers of the <a href="http://en.wikipedia.org/wiki/PhysX">PhysX</a> game dynamics engine (brand new at the time), <a href="http://en.wikipedia.org/wiki/Ageia">Ageia</a> suddenly released a unique piece of PC hardware, a physics processor (PPU).</p>
<p>It worked much like a graphics processor (GPU), but instead was dedicated solely to accelerating physics calculations to allow the generation of game dynamics on a scale that was never before possible on a regular processor (CPU).</p>
<p>This was attributed to its use of parallel processing. Each core on a regular processor can only perform once calculation at a time, so if there&#8217;s something like barrels being thrown away from an explosion it needs to queue up the calculation of where each point on each barrel should be in the next frame from the game&#8217;s physical rules.</p>
<p>This is all well and good if it can be done before the next frame is rendered at 30 or 60 frames per second, but what happens if there&#8217;s too much to calculate for a processor not fast enough to do it before the next frame is due? The framerate drops and &#8216;chugs&#8217;, as can be seen quite commonly in games such as Half-Life 2 for the split second after shooting an explosive barrel.</p>
<p><a href="http://xboxoz360.wordpress.com/files/2009/07/xenon-chipset-oxcgn.jpg"><img class="alignright size-medium wp-image-18300" title="xenon chipset oxcgn" src="http://xboxoz360.wordpress.com/files/2009/07/xenon-chipset-oxcgn.jpg?w=300" alt="xenon chipset oxcgn" width="155" height="115" /></a>While dual-core and quad-core processors have alleviated this to a certain extent, there is a lot of room to improve.</p>
<p>The Xbox 360&#8217;s tri-core <a href="http://en.wikipedia.org/wiki/Xenon_(processor)">Xenon CPU</a> has 6 effective threads (2 per core) which can theoretically allow these calculations to be performed up to 6 times faster than a standard single-core CPU providing it&#8217;s not doing anything else at all on the CPU at that time (such as AI, sound, etc) which is very rare.</p>
<p><a href="http://xboxoz360.wordpress.com/files/2009/07/ps3-cell-chipset-oxcgn.jpg"><img class="alignright size-medium wp-image-18301" title="ps3 cell chipset oxcgn" src="http://xboxoz360.wordpress.com/files/2009/07/ps3-cell-chipset-oxcgn.jpg?w=300" alt="ps3 cell chipset oxcgn" width="155" height="116" /></a>The PS3&#8217;s <a href="http://en.wikipedia.org/wiki/Cell_(microprocessor)">Cell CPU</a> fares a bit better with 7 effective streams (8th stream is locked) and is designed for extreme parallel processing, but still far from ideal when the CPU is in demand by other game elements.</p>
<p>The Ageia PhysX promised to fix this by using massive amounts of parallel processing (but at a slower speed per core) which is ideal for physics, and it succeeded.</p>
<p>However, unless there&#8217;s a significant market penetration developers won&#8217;t have a real chance to utilise it.</p>
<p>After all, if a game can sell 1 million copies on PC, what happens if only 1 in 20 people own a PhysX card? Sales are reduced to 50,000. Not attractive at all.</p>
<p>Instead, the developers that did use the card simply offloaded regular game physics to it that a CPU could easily handle, raising the framerate as the CPU is freed up for other tasks but not changing the gameplay in any significant manner at all.</p>
<p>The PhysX card was relegated to just an expensive way to get an extra 5 or 10 frames a second in certain games.</p>
<h2><span style="color:#993300;">Illusive PhysX exclusive</span></h2>
<p><span style="color:#000000;"><a href="http://xboxoz360.wordpress.com/files/2009/07/cellfactor-oxcgn.jpg"><img class="alignright size-medium wp-image-18302" title="cellfactor oxcgn" src="http://xboxoz360.wordpress.com/files/2009/07/cellfactor-oxcgn.jpg?w=180" alt="cellfactor oxcgn" width="160" height="267" /></a>There was only one PhysX-exclusive game ever developed, and really it was just a tech demo. </span></p>
<p>Cellfactor and it&#8217;s &#8217;sequel&#8217; Cellfactor: Revolution let you destroy pretty much everything including tearing cloth and causing massive explosions with debris raining down that was extremely impressive but in the end nothing more than something to &#8216;ooh&#8217; and &#8216;aah&#8217; at, then get back to playing UT2004.</p>
<p>Still, Ageia did prompt Havok to up its game. No longer was Havok sitting easy as king of physics engines, and unless they did something fast Ageia could steal a large chunk of their clients as PhysX could also work as a regular CPU-run dynamics engine.</p>
<p>Hence, there was the much publicised <a href="http://www.neoseeker.com/Articles/Hardware/Previews/havokfx-nvidia/">Havok FX</a> unveiled by <a href="http://www.nvidia.com/page/home.html">Nvidia</a> and Havok. Instead of running gameplay physics such as characters and objects, Havok FX would run &#8216;environment physics&#8217;. This translated into more superficial physics use such as making accurately moving snow or waves in water. Basically, prettying up your game.</p>
<p>The most significant aspect though was that this would run on the console or PC&#8217;s GPU. No extra hardware would be needed, as the GPU on modern graphics cards work similar to Ageia&#8217;s PhysX card &#8211; using extreme parallel processing. <a href="http://ati.amd.com/">ATi</a> also took the opportunity to boast that their new flagship GPU (the X1900) could run physics many times faster than Ageia&#8217;s ill-fated dedicated card.</p>
<p>Despite Havok&#8217;s insistence that many developers were already working with Havok FX and the first games with it were right around the corner, it soon sank into nothingness never to be heard of again.</p>
<h2><span style="color:#993300;">This may be because of two major events.</span></h2>
<p><a href="http://xboxoz360.wordpress.com/files/2009/07/intro-intel.jpg"><img class="alignright size-medium wp-image-18303" title="intro-intel" src="http://xboxoz360.wordpress.com/files/2009/07/intro-intel.jpg?w=300" alt="intro-intel" width="155" height="146" /></a>First, <a href="http://www.intel.com/">Intel</a> announced its purchase of Havok. This made sense as physics are traditionally run off the CPU which Intel specialises in. It was also around this time that Havok FX&#8217;s other partner Nvidia split ways, unveiling their complete purchase of Ageia including their PhysX technology.</p>
<p>Not long after, Nvidia made the move that may define the future of game physics: Ageia&#8217;s PhysX technology would be run off their GPUs at faster speeds than even Ageia&#8217;s dedicated card. Nothing extra to buy, and able to be unlocked in a driver update for Nvidia&#8217;s already released GeForce 8 series and above as it runs off <a href="http://www.nvidia.com/object/cuda_home.html#">Nvidia&#8217;s CUDA</a> programming interface to design applications for their GPUs.</p>
<h2><span style="color:#993300;">Ageia&#8217;s launc<span style="color:#993300;">h</span></span><span style="color:#993300;"> impact</span></h2>
<p><span style="color:#000000;"><a href="http://xboxoz360.wordpress.com/files/2009/07/prince-of-persia-08-oxcgn.jpg"><img class="alignright size-medium wp-image-18311" title="Prince of persia 08 oxcgn" src="http://xboxoz360.wordpress.com/files/2009/07/prince-of-persia-08-oxcgn.jpg?w=242" alt="Prince of persia 08 oxcgn" width="155" height="193" /></a>This made more of an impact than Ageia&#8217;s card launch, as Nvidia is the largest GPU supplier in the world with approximately 65% market share.</span></p>
<p>Games such as <a href="http://au.gamespot.com/xbox360/action/unrealtournament2007/review.html?om_act=convert&#38;om_clk=gssummary&#38;tag=summary;read-review">Unreal Tournament 3</a>, <a href="http://oxcgn.com/2008/12/13/prince-of-persia-review-cel-shaded-glory/">Prince of Persia 2008</a> and <a href="http://oxcgn.com/2008/11/26/mirrors-edge-review-will-you-like-what-you-see-in-the-mirror/">Mirror&#8217;s Edge</a> using the PhysX engine could have their physics accelerated on Nvidia&#8217;s PC GPUs and as such some had PhysX-exclusive add-ons.</p>
<p>Mirror&#8217;s Edge added dynamic ripping cloth and accurate glass to GeForce owners while UT3 had 3 extra maps utilising the increased physics processing allowing effects such as accurate hail and even tornados moving through levels ripping up objects as you play.</p>
<p>The regular games are playable on all PCs (and consoles, where applicable), but some PhysX extras gave bonuses to Nvidia users. Upcoming games such as Dragon Age: Origins and Heavy Rain also use PhysX.</p>
<p><a href="http://xboxoz360.wordpress.com/files/2009/07/mirrors-edge-45.jpg"><img class="alignright size-medium wp-image-18312" title="Mirror's Edge #45" src="http://xboxoz360.wordpress.com/files/2009/07/mirrors-edge-45.jpg?w=300" alt="Mirror's Edge #45" width="155" height="87" /></a>Modders also revealed that if the PhysX programming was simply ported to the new unified language OpenCL that works on all modern GPUs it could work just as well on ATi&#8217;s hardware.</p>
<p>However, Nvidia owns the tech and there&#8217;s little chance ATi would ever want to pay their arch-rivals to license that tech. Instead, ATi and Havok revealed at GDC 2009 that they had Havok&#8217;s new product Havok Cloth running on ATi&#8217;s 4000 series GPUs at dozens of times the speed a CPU could handle.</p>
<p>Better yet, it was being developed in OpenCL so ALL modern GPUs had the ability to use it. This is a much more attractive proposition than one such as PhysX that is only available to one segment of the market for developers.</p>
<h2><span style="color:#993300;">Hope is always there</span></h2>
<p><span style="color:#000000;">It&#8217;s unclear whether this is possible on the Xbox 360 GPU (from ATi) or the PS3&#8217;s RSX GPU (from Nvidia), but we hope there&#8217;s a way.</span></p>
<p>All in all, it looks like we&#8217;re finally on the verge of having physics fast enough to be a significant element of the gameplay. While Red Faction: Guerilla and Force Unleashed had impressive destruction, imagine the possibilities with dozens of times more physics processing power.</p>
<p>While other engines such as Euphoria and Digital Molecular Matter have shown additional uses for physics in dynamic character animation or breaking materials uniquely they haven&#8217;t had a real chance to shine as CPU speed has held then back.</p>
<p>After all the side-switching of Nvidia leaving Havok for PhysX, and ATi partnering with Havok despite being owned by Intel which is ATi&#8217;s parent <a href="http://www.amd.com/">AMD</a>&#8217;s rival in the CPU business (confused yet?) we might finally get some progress on the physics front.</p>
<p>It might not materialise fully this generation, but one thing is certain: physics on the GPU is the future.</p>
<p>And hey, if we know Valve it will probably time with Half-Life 3&#8217;s release.</p>
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<link>http://orangelaserbeam.wordpress.com/2009/07/19/o/</link>
<pubDate>Sun, 19 Jul 2009 16:02:53 +0000</pubDate>
<dc:creator>Celery</dc:creator>
<guid>http://orangelaserbeam.wordpress.com/2009/07/19/o/</guid>
<description><![CDATA[:O dead havok is dead]]></description>
<content:encoded><![CDATA[:O dead havok is dead]]></content:encoded>
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<title><![CDATA[Client Server Physics Integrated]]></title>
<link>http://klumhru.wordpress.com/2009/07/19/client-server-physics-integrated/</link>
<pubDate>Sun, 19 Jul 2009 14:30:42 +0000</pubDate>
<dc:creator>Högni Gylfason</dc:creator>
<guid>http://klumhru.wordpress.com/2009/07/19/client-server-physics-integrated/</guid>
<description><![CDATA[Well, I finally managed to integrate the hkpCharacterRigidBody into the client server networking in ]]></description>
<content:encoded><![CDATA[Well, I finally managed to integrate the hkpCharacterRigidBody into the client server networking in ]]></content:encoded>
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