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    <title><![CDATA[[GameRatty] tag: physics]]></title>
    <link>http://gameratty.com/tag/physics</link>
    <description></description>
    <pubDate>Mon, 17 Nov 2008 20:30:00 +0000</pubDate>
    <generator>iRatty Engine</generator>
    <docs>http://blogs.law.harvard.edu/tech/rss</docs>
    <item>
      <title><![CDATA[DiRT sequel coming]]></title>
      <link>http://gameratty.com/article/4ba565db748b27485727808c504c0b0a</link>
      <guid>http://gameratty.com/article/4ba565db748b27485727808c504c0b0a</guid>
      <description><![CDATA[The original Colin McRae: DiRT was an exercise in speed, off-road excitement, crazy in-game car physics, and mud. So naturally Codemasters has announced Colin McRae: Dirt 2 with a promise to do it...]]></description>
      <content:encoded><![CDATA[<p><img class="attachment wp-att-8649" src="http://www.thatvideogameblog.com/wp-content/uploads/2008/11/colin_mcrae_dirt_2-997.jpg" alt="" width="626" height="352" /></p>
<p>The original <em>Colin McRae: DiRT</em> was an exercise in speed, off-road excitement, crazy in-game car physics, and mud.  So naturally Codemasters has announced <em>Colin McRae: Dirt 2 </em>with a promise to do it even bigger than the first the game.</p>
<p>The sequel<em> </em>will still retain the great gameplay that made its predecessor a success, such as multi-car or solo off-road events, as well as new locations that vary from canyons, to jungle trails, and city stadiums.  There will be seven vehicle classes,  officially licensed cars and off-road vehicles, and lots of mud.</p>
<p><em>DiRT 2</em> isn&#8217;t going to be a cosmetic update, or a standard rally racing simulation. Codemasters will be throwing gamers a curve by pitting them against mother nature, as well as fine tuning EGO Engine&#8217;s award winning racing technology which was used in <em>DiRT</em>. In terms of the games graphics, Codemasters has stated that <em>DiRT 2</em> will have twice the detail as those seen in <em>Race Driver: GRID</em>.</p>
<p><em>Colin McRae: DiRT 2 </em>will be released simultaneously on the PS3, Xbox 360, PC, DS, Wii and PSP in 2009. The game will stand as a testament to the legacy of the late Colin McRae who died last September in a helicopter crash.</p>
]]></content:encoded>
      <pubDate>Fri, 21 Nov 2008 12:25:24 +0000</pubDate>
      <category domain="http://gameratty.com/tag/dirt">dirt</category>
      <category domain="http://gameratty.com/tag/colin mcrae">colin mcrae</category>
      <category domain="http://gameratty.com/tag/original colin mcrae">original colin mcrae</category>
      <category domain="http://gameratty.com/tag/solo off-road events">solo off-road events</category>
      <category domain="http://gameratty.com/tag/codemasters">codemasters</category>
      <category domain="http://gameratty.com/tag/ego engines award">ego engines award</category>
      <category domain="http://gameratty.com/tag/sequel">sequel</category>
      <category domain="http://gameratty.com/tag/off-road excitement">off-road excitement</category>
      <category domain="http://gameratty.com/tag/mud">mud</category>
      <source url="http://www.thatvideogameblog.com/2008/11/21/dirt-sequel-coming-to-wii/">DiRT sequel coming</source>
    </item>
    <item>
      <title><![CDATA[PSP Homebrew - Jelly Clock v1]]></title>
      <link>http://gameratty.com/article/c479b04cebd568576f8b67493b8728e3</link>
      <guid>http://gameratty.com/article/c479b04cebd568576f8b67493b8728e3</guid>
      <description><![CDATA[Here's a creative use for a Jelly Physics engine: time keeping

This homebrew from Art is meant to be a demo for the physics engine originally written by Walaber then later ported to the PSP by...]]></description>
      <content:encoded><![CDATA[Here's a creative use for a Jelly Physics engine: time keeping. <br><br>This homebrew from Art is meant to be a demo for the physics engine originally written by Walaber then later ported to the PSP by Drakon.<br><br>The up and down buttons control the zoom function and the X button will effectively slow down the display.<br><br>Art also helpfully provided this YouTube vid for the numeric jelly action:<br><br><p style="text-align: center;"><object height="344" width="425"><param name="movie" value="http://www.youtube.com/v/YYEthndU8PA&amp;amp;hl=en&amp;amp;fs=1"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed src="http://www.youtube.com/v/YYEthndU8PA&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="344" width="425"></object><br></p><br>Although this is only a demo, he mentioned that there will be more improvements to follow. Good. It's too nice an idea to leave alone, really. Thanks Art.<br><br>Download: <span style="font-weight: bold;"><a title="Download Jelly Clock v1" href="http://dl.qj.net/Jelly-Clock-v1-PSP-Homebrew-Applications/pg/12/fid/24951/catid/151">Jelly Clock v1</a><br></span>Visit:<span style="font-weight: bold;"><a title="Visit Art's Jelly Clock v1 thread" href="http://forums.qj.net/showthread.php?t=145973"><span style="font-weight: bold;"><span title="Visit Art's Jelly Clock v1 thread" style="font-weight: bold;"> QJ.NET Development forums</span></span></a><br></span><br><hr style="width: 100 ; height: 2px;"><br><span style="font-weight: bold;">Related Articles:<br></span><ul><li><a title="Tell the Time with Art's basic Clock for PSP" href="http://pspupdates.qj.net/Tell-the-Time-with-Art-s-basic-Clock-for-PSP/pg/49/aid/62562"><span style="font-style: italic;">Tell the Time with Art's basic Clock for PSP</span></a><br></li></ul><br><br><div class="feedflare">
<a href="http://feedproxy.google.com/~f/QJ/PSP?a=yyExBJJX"><img src="http://feedproxy.google.com/~f/QJ/PSP?d=41" border="0"></img></a> <a href="http://feedproxy.google.com/~f/QJ/PSP?a=WuiC1fwr"><img src="http://feedproxy.google.com/~f/QJ/PSP?d=50" border="0"></img></a> <a href="http://feedproxy.google.com/~f/QJ/PSP?a=oA0lHoyv"><img src="http://feedproxy.google.com/~f/QJ/PSP?d=43" border="0"></img></a>
</div><img src="http://feedproxy.google.com/~r/QJ/PSP/~4/H8bsANL40L0" height="1" width="1"/>]]></content:encoded>
      <pubDate>Fri, 21 Nov 2008 04:47:08 +0000</pubDate>
      <category domain="http://gameratty.com/tag/physics engine">physics engine</category>
      <category domain="http://gameratty.com/tag/jelly physics engine">jelly physics engine</category>
      <category domain="http://gameratty.com/tag/jelly clock">jelly clock</category>
      <category domain="http://gameratty.com/tag/psp">psp</category>
      <category domain="http://gameratty.com/tag/art">art</category>
      <category domain="http://gameratty.com/tag/net development forums">net development forums</category>
      <category domain="http://gameratty.com/tag/numeric jelly action">numeric jelly action</category>
      <category domain="http://gameratty.com/tag/time">time</category>
      <category domain="http://gameratty.com/tag/basic clock">basic clock</category>
      <source url="http://feedproxy.google.com/~r/QJ/PSP/~3/H8bsANL40L0/126529">PSP Homebrew - Jelly Clock v1</source>
    </item>
    <item>
      <title><![CDATA[Teaser vid - Fight Night Round 4 world premier at the 2008 VGA]]></title>
      <link>http://gameratty.com/article/f9e0dc3c6db979a4b6d4976ba309a192</link>
      <guid>http://gameratty.com/article/f9e0dc3c6db979a4b6d4976ba309a192</guid>
      <description><![CDATA[The slugfest is on again as Electronic Arts ' amazing boxing franchise Fight Night goes into Round 4 ! Live at the 2008 Video Game Awards on December 14th at 9PM, Fight Night Round 4 ( PS3 , Xbox 360...]]></description>
      <content:encoded><![CDATA[The slugfest is on again as <a href="http://xbox360.qj.net/tags/electronic-arts/784" id="tag" title="Game Developer and Publisher">Electronic Arts</a>' amazing boxing franchise <span style="font-style: italic;">Fight Night</span> goes into <span style="font-style: italic;">Round 4</span>! Live at the 2008 Video Game Awards on December 14th at 9PM, <span style="font-style: italic;">Fight Night Round 4</span><span id="iTxt"><span id="iTxt">(<a title="Fight Night Round 4 for PS3" href="http://ps3.qj.net/category/Fight-Night-Round-4/cid/5041">PS3</a>, <a title="Fight Night Round 4 for Xbox 360" href="http://xbox360.qj.net/category/Fight-Night-Round-4/cid/5042">Xbox 360</a>) </span></span>will make its world premier in front of thousands of spectators and eager fans. Check out the teaser vid below.<br><br><p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" height="392" width="480"><param name="allowScriptAccess" value="sameDomain"><param name="allowFullScreen" value="true"><param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=43029"><param name="quality" value="high"><embed src="http://www.gametrailers.com/remote_wrap.php?mid=43029" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" align="middle" height="392" width="480"></object><br></p><br><hr style="width: 100 ; height: 2px;"><br><span style="font-weight: bold;">More on Fight Night Round 4:<br></span><ul><li><a href="http://www.qj.net/Fight-Night-Round-4-sneak-peek-video-from-GameStop-eXpo/pg/49/aid/123961"><span style="font-style: italic;" title="Sneak peek vid from Fight Night Round 4">Fight Night: Round 4 sneak peek video from GameStop eXpo</span></a></li><li><span style="font-style: italic;" title="Sneak peek vid from Fight Night Round 4"><a href="http://www.qj.net/Dean-Richards-on-Fight-Night-Round-4-s-physics-engine/pg/49/aid/120436" title="Dean Richards on Round 4's engine">Dean Richards on Fight Night Round 4's physics engine</a></span></li><li><span style="font-style: italic;" title="Sneak peek vid from Fight Night Round 4"><a href="http://www.qj.net/Fight-Night-Round-4-announced-marks-Tyson-s-videogame-comeback/pg/49/aid/119687" title="Tyson is back in video games">Fight Night Round 4 announced, marks Tyson's videogame comeback</a><br></span></li></ul><br><br><img src="http://feedproxy.google.com/~r/qj/xbox/~4/C0GrHbqiMEI" height="1" width="1"/>]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 15:53:13 +0000</pubDate>
      <category domain="http://gameratty.com/tag/fight night">fight night</category>
      <category domain="http://gameratty.com/tag/fight night round">fight night round</category>
      <category domain="http://gameratty.com/tag/round">round</category>
      <category domain="http://gameratty.com/tag/franchise fight night">franchise fight night</category>
      <category domain="http://gameratty.com/tag/world premier">world premier</category>
      <category domain="http://gameratty.com/tag/teaser vid">teaser vid</category>
      <category domain="http://gameratty.com/tag/video game awards">video game awards</category>
      <category domain="http://gameratty.com/tag/sneak peek video">sneak peek video</category>
      <category domain="http://gameratty.com/tag/december 14th">december 14th</category>
      <source url="http://feedproxy.google.com/~r/qj/xbox/~3/C0GrHbqiMEI/126516">Teaser vid - Fight Night Round 4 world premier at the 2008 VGA</source>
    </item>
    <item>
      <title><![CDATA[Wii to get DiRTy in 2009]]></title>
      <link>http://gameratty.com/article/3168a43b4af8db4a4d4311d6a2cbaa93</link>
      <guid>http://gameratty.com/article/3168a43b4af8db4a4d4311d6a2cbaa93</guid>
      <description><![CDATA[Filed under: News

The sequel to 2007's gem of a racing game, DiRT , is going to be releasing on Wii, says Codemasters. What do we say? Yay! We're pumped

The Wii version will release simultaneously...]]></description>
      <content:encoded><![CDATA[<p>Filed under: <a href="http://www.nintendowiifanboy.com/category/news/" rel="tag">News</a></p><div align="center"><a href="http://www.codemasters.com/news/?showarticle=11980"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/www.nintendowiifanboy.com/media/2008/11/wii_colin_mcrae_dirt_lg.jpg" /></a><br /></div>
The sequel to 2007's gem of a racing game, <a href="http://www.joystiq.com/2007/10/17/the-b-ack-log-coming-clean-about-dirt/"><em>DiRT</em></a>, is going to be releasing on Wii, says Codemasters. What do we say? Yay! We're pumped!<br /><br />The Wii version will release simultaneously with the other console ports of the game next year, and is to include a "tuned-up car-handling physics system" and "new damage engine effects." We're hoping the game will be solid on the Wii, as it could benefit from the Wiimote. Think <a href="http://www.nintendowiifanboy.com/2006/11/16/metareview-excite-truck/"><em>Excite Truck</em></a>, but <em>better</em>.<br /><br />So, who's excited for <em>DiRT 2</em> next year?<p style="padding:5px;background:#ddd;border:1px solid #ccc;clear:both;"><a href="http://www.nintendowiifanboy.com/2008/11/20/wii-to-get-dirty-in-2009/">Wii to get DiRTy in 2009</a> originally appeared on <a href="http://www.nintendowiifanboy.com">Nintendo Wii Fanboy</a> on Thu, 20 Nov 2008 13:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.</p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><table cellpadding="0" cellspacing="0" border="0"><tr><td style="text-align: left; vertical-align: top; padding: 2px; margin: 0; font-size: x-small;"></td><td style="text-align: right; vertical-align: top; padding: 2px; margin: 0; font-size: x-small;"><a href="http://www.nintendowiifanboy.com/2008/11/20/wii-to-get-dirty-in-2009/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.nintendowiifanboy.com/forward/1378165/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.nintendowiifanboy.com/2008/11/20/wii-to-get-dirty-in-2009/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.nintendowiifanboy.com/2008/11/20/wii-to-get-dirty-in-2009/#comments" title="View reader comments on this entry">Comments</a></td></tr></table><br /><br /><table border="0" cellspacing="0" cellpadding="0"><tr><td><span style="font-size: 11px;"> <br/></span></td></tr><tr><td><a href="http://imageads.googleadservices.com/pagead/imgclick/98:1378165?pos=0"><img width="480" height="46" border="0" src="http://imageads.googleadservices.com/pagead/ads?output=png&amp;url=http://www.nintendowiifanboy.com/2008/11/20/wii-to-get-dirty-in-2009/&amp;cuid=98:1378165&amp;format=480x46_aff&amp;client=ca-pub-3546992251556849&amp;hl=en&amp;adsafe=high&amp;color_bg=FFFFFF&amp;color_border=FFFFFF&amp;color_link=66666&amp;color_text=333333&amp;color_url=337788&amp;color_line=337788" / ></a></td></tr><tr><td><div align="right"><a href="http://www.google.com/ads_by_google.html" style="font-size: 9px; color: #999999;">Ads by Google</a></div></td></tr></table>]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 10:45:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/wii">wii</category>
      <category domain="http://gameratty.com/tag/nintendo wii fanboy">nintendo wii fanboy</category>
      <category domain="http://gameratty.com/tag/wii version">wii version</category>
      <category domain="http://gameratty.com/tag/damage engine effects">damage engine effects</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/console ports">console ports</category>
      <category domain="http://gameratty.com/tag/dirty">dirty</category>
      <category domain="http://gameratty.com/tag/excite truck">excite truck</category>
      <category domain="http://gameratty.com/tag/release simultaneously">release simultaneously</category>
      <source url="http://www.nintendowiifanboy.com/2008/11/20/wii-to-get-dirty-in-2009/">Wii to get DiRTy in 2009</source>
    </item>
    <item>
      <title><![CDATA[Mirrors Edge, now with more physics]]></title>
      <link>http://gameratty.com/article/1aab6ef49499b0a5f61ef75237489cd2</link>
      <guid>http://gameratty.com/article/1aab6ef49499b0a5f61ef75237489cd2</guid>
      <description><![CDATA[While PS3 and Xbox 360 owners haven been enjoying Mirrors Edge , PC gamers are stuck waiting until January to get their hands on it. The good news is the PC version will have added physics support...]]></description>
      <content:encoded><![CDATA[<p><div align="center" style="background:#EEEEE9;padding:5px;"><div width="100%" align="center" style="background-color:#000000"><object id="gtembed" width="480" height="392">
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<p>While PS3 and Xbox 360 owners haven been enjoying <em>Mirror&#8217;s Edge</em>, PC gamers are stuck waiting until January to get their hands on it.  The good news is the PC version will have added physics support through nVidia&#8217;s PhysX engine.  It doesn&#8217;t really change gameplay (at all) but it does add a few Keanu Reeves &#8220;Whoa&#8221; moments. So PC gamers might have been screwed initially with the release date, but at least they&#8217;re making up for it.  Sort of (Not all nVidia cards will work, it needs to be a 8800 or higher series card, and have the PhysX enabled drivers).</p>
]]></content:encoded>
      <pubDate>Wed, 19 Nov 2008 20:32:15 +0000</pubDate>
      <category domain="http://gameratty.com/tag/physx">physx</category>
      <category domain="http://gameratty.com/tag/nvidias physx engine">nvidias physx engine</category>
      <category domain="http://gameratty.com/tag/mirrors edge">mirrors edge</category>
      <category domain="http://gameratty.com/tag/physics support">physics support</category>
      <category domain="http://gameratty.com/tag/change gameplay">change gameplay</category>
      <category domain="http://gameratty.com/tag/gamers">gamers</category>
      <category domain="http://gameratty.com/tag/series card">series card</category>
      <category domain="http://gameratty.com/tag/nvidia cards">nvidia cards</category>
      <category domain="http://gameratty.com/tag/drivers">drivers</category>
      <source url="http://www.thatvideogameblog.com/2008/11/19/mirrors-edge-now-with-more-physics-pc/">Mirrors Edge, now with more physics</source>
    </item>
    <item>
      <title><![CDATA[Mirror's Edge PC Trailer Shows Off Fancier Physics]]></title>
      <link>http://gameratty.com/article/3e3ba24620c978438e8bcd3a751cd149</link>
      <guid>http://gameratty.com/article/3e3ba24620c978438e8bcd3a751cd149</guid>
      <description><![CDATA[Mirror`s Edge PC Trailer
On the surface, this may seem like all the previous trailers for Mirrors Edge. Same music, same atmosphere, same shots of enemies being jump-kicked through plastic...]]></description>
      <content:encoded><![CDATA[<div align="center"><object width="450" height="338"><param name="movieID" value="http://static3.filefront.com/ffv6/player/vp_embed.swf?v=849836&#038;autorun=false"></param><param name="wmode" value="transparent"></param><embed src="http://static4.filefront.com/ffv6/player/vp_embed.swf?v=849836&#038;autorun=false" type="application/x-shockwave-flash" wmode="transparent" width="450" height="338"></embed></object><br /><a href="http://files.filefront.com/Mirrors+Edge+PC+Trailer/;12401841;/fileinfo.html" title="Mirror`s Edge PC Trailer">Mirror`s Edge PC Trailer</a></div>
<p>On the surface, this may seem like all the previous trailers for Mirror&#8217;s Edge. Same music, same atmosphere, same shots of enemies being jump-kicked through plastic screens&#8230;wait, what? My memory may be off, but I don&#8217;t remember there being this many breakable surfaces in the Xbox 360 version of the game. It seems Dice wanted to give PC gamers a little something extra for their patience, since that version of the game still isn&#8217;t due out until January 2009. As such, they&#8217;ve added Nvidia&#8217;s PhysX engine to the mix, meaning there are sure to be even more impressive set pieces and fewer places for Faith to hide from the &#8220;Blues.&#8221;</p>
<p>---<br />Related Articles at Gaming Today:<ul><li><a href="http://news.filefront.com/new-story-trailer-mirrors-edge-shows-faiths-motivation/" rel="bookmark" title="Permanent Link: New &#034;Story&#034; Trailer Mirror&#039;s Edge Shows Faith&#039;s Motivation">New &#034;Story&#034; Trailer Mirror&#039;s Edge Shows Faith&#039;s Motivation</a></li><li><a href="http://news.filefront.com/new-mirrors-edge-trailer-looks-awesome/" rel="bookmark" title="Permanent Link: New Mirror&#039;s Edge Trailer Looks Awesome">New Mirror&#039;s Edge Trailer Looks Awesome</a></li><li><a href="http://news.filefront.com/pc-specs-released-for-mirrors-edge-ps3-to-get-exclusive-dlc-content/" rel="bookmark" title="Permanent Link: PC Specs Released for Mirror&#039;s Edge; PS3 to Get Exclusive DLC Content">PC Specs Released for Mirror&#039;s Edge; PS3 to Get Exclusive DLC Content</a></li><li><a href="http://news.filefront.com/mirrors-edge-dated-for-november/" rel="bookmark" title="Permanent Link: Mirror&#039;s Edge Dated for November">Mirror&#039;s Edge Dated for November</a></li><li><a href="http://news.filefront.com/new-mirrors-edge-screens-are-shiny-colorful/" rel="bookmark" title="Permanent Link: New Mirror&#039;s Edge Screens are Shiny, Colorful">New Mirror&#039;s Edge Screens are Shiny, Colorful</a></li></ul></p><br /><div class="feedflare">
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      <pubDate>Wed, 19 Nov 2008 14:55:37 +0000</pubDate>
      <category domain="http://gameratty.com/tag/edge">edge</category>
      <category domain="http://gameratty.com/tag/mirror">mirror</category>
      <category domain="http://gameratty.com/tag/mirrors edge">mirrors edge</category>
      <category domain="http://gameratty.com/tag/trailer">trailer</category>
      <category domain="http://gameratty.com/tag/edge trailer">edge trailer</category>
      <category domain="http://gameratty.com/tag/trailer mirror">trailer mirror</category>
      <category domain="http://gameratty.com/tag/edge screens">edge screens</category>
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      <source url="http://feeds.feedburner.com/~r/GamingToday/~3/458883333/">Mirror's Edge PC Trailer Shows Off Fancier Physics</source>
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    <item>
      <title><![CDATA[New Version of X Motor Racing v1.1 Cruises in with Bonus Updated Demo]]></title>
      <link>http://gameratty.com/article/1b7bec82a4474e362bf17c87b54c9e12</link>
      <guid>http://gameratty.com/article/1b7bec82a4474e362bf17c87b54c9e12</guid>
      <description><![CDATA[Exotypos has updated its X Motor Racing game to v1.1 and thrown in a playable demo. The game formerly known as No Brakes: X Racing features old classics as well as modern sports cars, each with its...]]></description>
      <content:encoded><![CDATA[<div align="center"><a href='http://news.filefront.com/wp-content/uploads/2008/11/x_motor_racing-laps.jpg'><img src="http://news.filefront.com/wp-content/uploads/2008/11/x_motor_racing-laps.jpg" alt="" title="x_motor_racing-laps" width="500" height="375" class="alignnone size-full wp-image-28670" /></a></div>
<p>Exotypos has updated its <a title="X Motor Racing details and media" href="http://software.filefront.com/X+Motor+Racing/;5165;/software_information.html" target="_blank">X Motor Racing</a> game to v1.1 and thrown in a playable demo. The game formerly known as No Brakes: X Racing features old classics as well as modern sports cars, each with it&#8217;s own physics model. Controls use real 3D wheel simulation to take advantage of the new 3D road features like humps and pits.</p>
<p>X Motor Racing comes with a couple other nice downloads. Avid modders can enter the race with their own custom wheels with the use of the <a title="X Motor Racing Tools" href="http://files.filefront.com/X+Motor+Racing+Tools/;8745397;/fileinfo.html" target="_blank">X Motor Racing Tools</a>. I you enjoy the music, you can also pick up the <a title="X Motor Racing Sound Track Set" href="http://files.filefront.com/X+Motor+Racing+Sound+Track+Set/;8745400;/fileinfo.html" target="_blank">X Motor Racing Sound Track Set</a>.</p>
<p>Catch the <a title="X Motor Racing v1.1 Demo" href="http://files.filefront.com/X+Motor+Racing+v11+Demo/;12378698;/fileinfo.html" target="_blank">X Motor Racing v1.1 Demo</a> on FileFront and see if this racing game does it for you.</p>
<p>---<br />Related Articles at Gaming Today:<ul><li><a href="http://news.filefront.com/updated-enemy-territory-quake-wars-demo-now-available/" rel="bookmark" title="Permanent Link: Updated Enemy Territory: Quake Wars Demo Now Available">Updated Enemy Territory: Quake Wars Demo Now Available</a></li><li><a href="http://news.filefront.com/nitro-stunt-racing-demo/" rel="bookmark" title="Permanent Link: Nitro Stunt Racing Demo">Nitro Stunt Racing Demo</a></li><li><a href="http://news.filefront.com/the-week-in-demos-and-patches-march-31-april-5/" rel="bookmark" title="Permanent Link: The Week in Demos and Patches: March 31-April 5">The Week in Demos and Patches: March 31-April 5</a></li><li><a href="http://news.filefront.com/the-week-in-demos-and-patches-june-15-21/" rel="bookmark" title="Permanent Link: The Week in Demos and Patches: June 15-21">The Week in Demos and Patches: June 15-21</a></li><li><a href="http://news.filefront.com/prepare-for-some-off-road-racing-as-pure-demo-hits-filefront/" rel="bookmark" title="Permanent Link: Prepare for Some Off-road Racing as Pure Demo Hits FileFront">Prepare for Some Off-road Racing as Pure Demo Hits FileFront</a></li></ul></p><br /><div class="feedflare">
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      <pubDate>Wed, 19 Nov 2008 14:35:37 +0000</pubDate>
      <category domain="http://gameratty.com/tag/demo">demo</category>
      <category domain="http://gameratty.com/tag/motor">motor</category>
      <category domain="http://gameratty.com/tag/playable demo">playable demo</category>
      <category domain="http://gameratty.com/tag/quake wars demo">quake wars demo</category>
      <category domain="http://gameratty.com/tag/road features">road features</category>
      <category domain="http://gameratty.com/tag/modern sports cars">modern sports cars</category>
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      <category domain="http://gameratty.com/tag/features">features</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <source url="http://feeds.feedburner.com/~r/GamingToday/~3/458865810/">New Version of X Motor Racing v1.1 Cruises in with Bonus Updated Demo</source>
    </item>
    <item>
      <title><![CDATA[MIGS: Far Cry 2's Guay On The Importance Of Procedural Content]]></title>
      <link>http://gameratty.com/article/e894fc9d8b54a10eee0ff1b77faf35d5</link>
      <guid>http://gameratty.com/article/e894fc9d8b54a10eee0ff1b77faf35d5</guid>
      <description><![CDATA[Here's another MIGS highlight, with Chris Remo document ing some really interesting discussion of procedural content creation from one of the Ubisoft Montreal folks behind Far Cry 2, which is rapidly...]]></description>
      <content:encoded><![CDATA[<p><img src="http://www.gamesetwatch.com/farcry2_fire.jpg" align="left" hspace="5"> <i>[Here's another MIGS highlight, with Chris Remo document ing some really interesting discussion of procedural content creation from one of the Ubisoft Montreal folks behind Far Cry 2, which is rapidly wandering into 'underappreciated' territory for me - or possibly just 'too clever for its own good', if you're being cynical.]</i></p>

<p>During the Montreal International Game Summit, <i>Far Cry 2</i> technical director Dominic Guay painted procedural content generation as an increasingly important game development technique, not just to control costs as games get bigger and bigger, but also to retain the crucial ability to make changes throughout the production process.<br />
 <br />
"This talk is not about <i>Far Cry 2</i> the game," began Guay, who populated his talk with development examples from <i>Far Cry 2</i>'s creation rather than descriptions of the end-user goals of the game's features.<br />
 <br />
Guay defined "procedural data generation" as "techniques and algorithms of runtime or highly automated offline data generation," but noted the term refers not just the algorithms and code that comprise systems, but also the surrounding tools that enable designers to make use of them.</p><p><B><u>The Evolution Of Proceduralism</u></b><br />
 <br />
Procedural generation is "nothing new," Guay pointed out, citing Bethesda's 1996 game <i>The Elder Scrolls II: Daggerfall</i>, which boasts a "land mass twice the size of Great Britain."<br />
 <br />
Going back further to 1984, he praised "the granddaddy of space trading games," Ian Bell and David Braben's influential <i>Elite</i>. It consists of eight galaxies of 256 planets each, generated procedurally using data tables and "pseudo-random sequences" -- the code for which can today be downloaded via Bell's website.<br />
 <br />
Moving to the modern day, Guay noted that particle systems, now widely used, are really a form of procedural generation. "It's a procedural approach to creating content that has become pretty common," he said.<br />
 <br />
However, "the industry in general tends to favor brute force approaches," he said. The <i>Far Cry 2</i> team found itself butting up against that tendency, due to the vast size of the game's world.<br />
 <br />
"The first big draw of generating procedural content is to save on cost and time," said Guay.<br />
 <br />
"When we started conceiving <i>Far Cry 2</i>, we didn't have a senior animator on board, so we didn't really have an idea of what would be possible for an animation team," he recalled, and noted that the number of discrete animations required turned out to be unfeasible, "so we moved many of those animations up into a procedural animation system."<br />
 <br />
That approach allowed the team to blend animations that change based on the player's influence on the world -- early in the game, a character might perform certain acts in a way that demonstrates contempt of the player, but later on, when the player has gained notoriety, that same character could perform those same actions while "tainted" with visual cues of fear or intimidation.<br />
 <br />
<b><u>Opening Up Innovation Fields</u></b><br />
 <br />
"Another big benefit [of procedural content creation] is that you end up being able to do stuff you simply couldn't do otherwise," Guay continued. "It opens up innovation fields. If you're creating things through code, you have a deeper understanding of what you're doing, and you can bake in some limitations."<br />
 <br />
"Our artists needed to be able to build not a random tree, but a <i>type</i> of tree," he said by way of example. "It's actually much closer to building a particle system than building traditional art assets. Artists play with parameters more than they play with vertices."<br />
 <br />
Creating those tools allowed artists to define trees based on characteristics gleaned from extensive photo reference, more than to create a number of discrete tree variants based on those references.<br />
 <br />
That approach led to a huge amount of control and unique systems -- Guay showed an internal video of trees in <i>Far Cry 2</i> growing from sapling to their full adult state. Those systems are not available to the player in the game, but they allowed the team to convincingly populate the world and deal with realistically regenerating trees that have, for example, been destroyed by fire.<br />
 <br />
"Another benefit of procedurally-generated content is the time you gain on turnaround for changes," he said, distinguishing that advantage from the more straightforward time saved in initially creating content.<br />
 <br />
"Level designers love to move roads around," he said as an example. "Typically, this would drive artists crazy. But [here], what will happen is that the terrain will actually smooth in according to how the rules were designed, and the vegetation will move and regrow." The designer can then drill down and more explicitly tweak the positioning of elements that have been adjusted dynamically.<br />
 <br />
<b><u>Retaining Artistry</u></b><br />
 <br />
Procedural content isn't perfect, Guay admitted. One difficulty associated with the practice is retaining artistic control alongside the dynamic processes.<br />
 <br />
Initially, the team created a procedural sky rendering approached based on algorithms -- which led to a totally unconvincing skybox that was clearly inferior to what a hand-authored skybox would be. "We considered it to be a total failure," he said.<br />
 <br />
He explained that a great deal of focus must be put on the tools that surround the algorithms, to allow the systems to be properly harnessed. In the end, the game shipped with a revamped procedural sky system that ended up much more effective than the first attempt. It takes into account myriad weather patterns, atmospheric conditions, and other variables.<br />
 <br />
To demonstrate the effectiveness of the approach, Guay showed an image made up of rows of in-game screenshots essentially forming a color palette, with time of day on one axis, and "storminess" on another axis, representing the full spectrum of skyboxes that the player will see with all the combinations of time and weather.<br />
 <br />
<B><u>Unfamiliar Complexity</u></b><br />
 <br />
Another drawback is simply the complexity of the pipeline and tools. Putting the focus so much on systems and rules can be shocking to artists, who are accustomed to much more straightforward, linear art tools.<br />
 <br />
"It's not always clear what the parameters actually do in the simulation," he said.<br />
 <br />
On that same note, "the guy with the great idea for procedural data not necessarily the guy with the right mindset to make the tools," Guay added. The <i>Far Cry 2</i> team dealt with this by setting up teams that paired those "idea people" with technical staff capable of executing on the ideas.<br />
 <br />
Still, despite the improvements over early development, he said there is still a lot of room to improve the tools.<br />
 <br />
With most elements of the game, the amount of time spent on developing and refining tools was vastly greater than the amount of time spent on actually developing and refining the underlying engine. In the case of the environmental tools, 15 times more time was spent on the tools rather than the engine. The only exception was the skybox tools and engine -- which points to the team's difficulties in that area.<br />
 <br />
Another hurdle was that "everything depended on programmers," since such a great deal of the game's assets depended on underlying algorithmic systems that had to be programmed.<br />
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In the end, it took about three years for the asset pipeline for the vegetation system to reach a state where it was considerd "mature and flexible," after an eight-month prototype period.<br />
 <br />
<b><U>A Testing Nightmater</u></b><br />
 <br />
Procedural content can also be "a testing nightmare," Guay noted.<br />
 <br />
When a team member made a seemingly minor after-hours change to the ecosystem, it ended up increasing the asset density of the game world by 25 percent -- resulting in more than a few headaches.<br />
 <br />
"If I'm tweaking a jungle procedurally, maybe I'll just tweak it in my test map," Guay said. "But when I integrate it into the game, somewhere in the 50 square kilometer game world, maybe in just three small areas, it might cause problems, and we won't find those problems until QA uncovers them."<br />
 <br />
Still, there are ways to mitigate those problems, such as automated information gathering that searches for discrepancies in performance, memory validity, and other areas. Towards the end of the project, the team also locked generation to stabilize the world.<br />
 <br />
<b><u>Looking Forwards</u></b><br />
 <br />
Though he said he was loathe to delve too deep into predicting the future, Guay did try to extrapolate some general development trends that will affect procedural content.<br />
 <br />
Amount of content in games, he said, is increasing at an exponential rate, just as team sizes are increasing more linearly. Complexity of tasks, he said, are fortunately increasing more linearly.<br />
 <br />
"I still have some long-term fears," he said. He painted a picture of a potential future where these kinds of procedural systems have improved to the point where games can run essentially complete physical simulations, where items must actually be built according to real-world physics and architectual principles.<br />
 <br />
This would then begin to make it harder and harder to "significantly, or usefully, change the game content during production," he said, particularly if it means teams must start working with trained architectural engineers.<br />
 <br />
"Processes sound like the silver bullet," he said, referring to the idea of "failing early and failing often," with the aim that more and more mistakes can be pushed into pre-production so that by the time production begins, very few mistakes and changes are made. This idea comes from film, Guay said, where the production process is much more quantified and defined than it is in game development.<br />
 <br />
"But I think we need to preserve the idea of making changes during game production," he said, claiming there is a fundamental difference between a linear medium like film and an interactive one like games, noting that the role of creative leads during production depends on the ability to keep making changes.<br />
 <br />
"The bottom line here is that I'm not trying to say creating content procedurally is... the [only] solution, but it's an interesting avenue," Guay summarized, noting that a highly systemic attitude to asset creation can preserve the important game development property of allowing for important creative changes throughout the whole production process. In conclusion, he added, "After working on <i>Far Cry 2</i> I'm interested in taking it further."</p><div class="feedflare">
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      <pubDate>Wed, 19 Nov 2008 13:00:46 +0000</pubDate>
      <category domain="http://gameratty.com/tag/procedural content">procedural content</category>
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      <source url="http://feeds.feedburner.com/~r/gamesetwatch/~3/458975236/migs_far_cry_2s_guay_on_the_im.php">MIGS: Far Cry 2's Guay On The Importance Of Procedural Content</source>
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      <title><![CDATA[Goo-like Tiki Towers confirmed for Dec. 8]]></title>
      <link>http://gameratty.com/article/fb5e38fd2b3b99bbf5ccda4af8500426</link>
      <guid>http://gameratty.com/article/fb5e38fd2b3b99bbf5ccda4af8500426</guid>
      <description><![CDATA[Perhaps World of Goo caught your interest, but you prefer monkeys and coconuts in your puzzle games as opposed to globs of slime. In that case, youre also in luck. WiiWare World got the scoop on Tiki...]]></description>
      <content:encoded><![CDATA[Perhaps World of Goo caught your interest, but you prefer monkeys and coconuts in your puzzle games as opposed to globs of slime.
In that case, you&#8217;re also in luck.
WiiWare World got the scoop on Tiki Towers this weekend, a new puzzler for WiiWare with a less sticky approach to physics puzzles.
Tiki Towers is a game [...]<div class="feedflare">
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      <pubDate>Tue, 18 Nov 2008 05:53:23 +0000</pubDate>
      <category domain="http://gameratty.com/tag/tiki towers">tiki towers</category>
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      <category domain="http://gameratty.com/tag/sticky approach">sticky approach</category>
      <category domain="http://gameratty.com/tag/puzzle games">puzzle games</category>
      <category domain="http://gameratty.com/tag/prefer monkeys">prefer monkeys</category>
      <category domain="http://gameratty.com/tag/physics puzzles">physics puzzles</category>
      <category domain="http://gameratty.com/tag/goo">goo</category>
      <source url="http://feedproxy.google.com/~r/Infendo/~3/eX_k1QH9DrQ/">Goo-like Tiki Towers confirmed for Dec. 8</source>
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      <title><![CDATA[Epic wins North Carolina tech award]]></title>
      <link>http://gameratty.com/article/141841fab8d2169ba14d2aabc9bb3f5a</link>
      <guid>http://gameratty.com/article/141841fab8d2169ba14d2aabc9bb3f5a</guid>
      <description><![CDATA[Filed under: Business

Mark Rein and company will have another memento to share during the office barbeque as Epic has been recognized as the &quot;Top Industry Driven Technology Company of the Year,&quot; at...]]></description>
      <content:encoded><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.developmag.com/news/30825/Epic-scoops-NCTA-award"><img hspace="0" border="1" vspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2008/11/ue3_logo_1_top.jpg"  alt="" /></a><br /></div>
Mark Rein and company will have another memento to share during the office barbeque as <a href="http://www.joystiq.com/tag/epic">Epic</a> has been recognized as the "Top Industry Driven Technology Company of the Year," at least on the Atlantic Seaboard. The accolade was given by the North Carolina Technology Association, or NCTA, as part of the organization's annual NCTA 21 awards ceremony, which applauds technology go-getters in the Tar Heel State. <br /><br />Other finalists for the award included Parata Systems, PeopleClick and Railinc, companies we imagine lost out due to their flagrant disregard for <a href="http://www.joystiq.com/tag/unreal-engine">rag doll physics</a> and <a href="http://www.joystiq.com/2008/08/18/on-eve-of-too-human-launch-epic-dispute-resurfaces/">courtroom shenanigans</a>.<p style="padding:5px;background:#ddd;border:1px solid #ccc;clear:both;"><a href="http://www.joystiq.com/2008/11/17/epic-wins-north-carolina-tech-award/">Epic wins North Carolina tech award</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 17 Nov 2008 23:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.</p><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href=http://www.developmag.com/news/30825/Epic-scoops-NCTA-award>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/11/17/epic-wins-north-carolina-tech-award/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1374636/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/11/17/epic-wins-north-carolina-tech-award/#comments" title="View reader comments on this entry">Comments</a></p>
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      <pubDate>Mon, 17 Nov 2008 20:30:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/applauds technology go-getters">applauds technology go-getters</category>
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      <source url="http://feedproxy.google.com/~r/weblogsinc/joystiq/~3/r6qcBU4soPc/">Epic wins North Carolina tech award</source>
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