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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[These PhysX (fluid simulations) are making us thirsty]]></title><link>http://www.joystiq.com/2013/04/24/these-physx-fluid-simulations-are-making-us-thirsty/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/24/these-physx-fluid-simulations-are-making-us-thirsty/</guid><comments>http://www.joystiq.com/2013/04/24/these-physx-fluid-simulations-are-making-us-thirsty/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/04/24/these-physx-fluid-simulations-are-making-us-thirsty/" target="_self"><img alt="New PhysX fluid simulations are super impressive" class="hidden" data-src-height="291" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/physxfluiddynamics.png" /></a><iframe allowfullscreen="" frameborder="0" height="298" src="http://www.youtube.com/embed/6WZZARzpckw?rel=0&amp;wmode=opaque" width="530"></iframe></div><br />While we're not exactly prepared to call this stuff <em>water</em>, per se, the fluid dynamics on display in the latest PhysX demonstration are quite impressive nonetheless. In fact, the viscous sloshing is so realistic that we're pretty desperate for a blue-coconut slushie at this point, though preferably one that hasn't washed upon the thighs of a weird humanoid muskrat creature.<br /><br />This video, as well as the two tucked <a href="http://www.joystiq.com/2013/04/23/new-physx-fluid-simulations-are-super-impressive/#continued">after the break</a>, were produced to demonstrate the principles outlined in a "Position Based Fluids," a paper recently published by Nvidia employees Miles Macklin and Matthias Muller. In laymen's terms, the duo have devised a less system-intensive way to render "incompressible" liquids, which is the key to ensuring realistic goo.<br /><br />The document contains numerous formulas and is very concerned with concepts like "tensile instability" and "vorticity conﬁnement and viscosity," but it also features a lot of bunny rabbits, which helped our comprehension levels a great deal.<p><a href="http://www.joystiq.com/2013/04/24/these-physx-fluid-simulations-are-making-us-thirsty/" rel="bookmark">Continue reading <em>These PhysX (fluid simulations) are making us thirsty</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/24/these-physx-fluid-simulations-are-making-us-thirsty/">These PhysX (fluid simulations) are making us thirsty</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 24 Apr 2013 22:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/24/these-physx-fluid-simulations-are-making-us-thirsty/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20548652/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/24/these-physx-fluid-simulations-are-making-us-thirsty/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>fluid-dynamics</category><category>hydrodynamics</category><category>nvidia</category><category>pc</category><category>physics</category><category>PhysX</category><dc:creator><![CDATA[Jordan Mallory]]></dc:creator><pubDate>Wed, 24 Apr 2013 22:45:00 EST</pubDate></item><item><title><![CDATA[Surgeon Simulator 2013 transplanted to Steam tomorrow]]></title><link>http://www.joystiq.com/2013/04/18/surgeon-simulator-2013-transplanted-to-steam-tomorrow/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/18/surgeon-simulator-2013-transplanted-to-steam-tomorrow/</guid><comments>http://www.joystiq.com/2013/04/18/surgeon-simulator-2013-transplanted-to-steam-tomorrow/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2013/04/18/surgeon-simulator-2013-arrives-on-steam-tomorrow/"><img alt="Surgeon Simulator 2013 arrives on Steam tomorrow" class="hidden" data-src-height="264" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/surgeonsimulato2013.jpg" /></a><iframe frameborder="0" height="318" id="viddler-425c4ece" mozallowfullscreen="true" src="http://www.viddler.com/embed/425c4ece/?f=1&amp;autoplay=0&amp;player=simple&amp;secret=41511854&amp;loop=false&amp;nologo=false&amp;hd=false" webkitallowfullscreen="true" width="530"></iframe></center><br /><a href="http://joystiq.com/game/surgeon-simulator-2013"><em>Surgeon Simulator 2013</em></a> will be available for download on Steam tomorrow, April 19. It started out as a cheeky (<a href="http://www.joystiq.com/2013/01/28/surgeon-simulator-2013-tries-its-hand-at-open-heart-surgery/">and wince-inducing</a>) game jam project by four developers made in just two days, and was later approved as a full release by <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=123715746">Steam's Greenlight program</a>. <br /><br />You can still play <a href="https://www.google.com/url?sa=t&amp;rct=j&amp;q=&amp;esrc=s&amp;source=web&amp;cd=6&amp;cad=rja&amp;ved=0CFIQFjAF&amp;url=http%3A%2F%2Fwww.kongregate.com%2Fgames%2Fbossastudios%2Fsurgeon-simulator-2013&amp;ei=021wUbXqKcK9iwL58YHABw&amp;usg=AFQjCNFhryYgHzvt2JpECjPeVwCV5NFxbA&amp;sig2=ufXERLXZzXXpqSi5piBxfg&amp;bvm=bv.45373924,d.cGE">the original jam result online</a> for free, but the full release includes more surgery scenarios, including an operation in the back of a moving ambulance. The physics have been improved, too, and the developers say it'll <a href="http://www.reddit.com/r/gaming/comments/1clr52/my_game_surgeon_simulator_2013_is_out_on_steam/">work on Windows, Mac or Linux</a> on day one.<br /><br />Upon its launch on Steam, the game will cost $9.99 - way cheaper and less grueling than years of medical school.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/18/surgeon-simulator-2013-transplanted-to-steam-tomorrow/">Surgeon Simulator 2013 transplanted to Steam tomorrow</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 18 Apr 2013 23:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/18/surgeon-simulator-2013-transplanted-to-steam-tomorrow/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20545386/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/18/surgeon-simulator-2013-transplanted-to-steam-tomorrow/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bossa-studios</category><category>game-jam</category><category>mac</category><category>pc</category><category>physics</category><category>release</category><category>steam-greenlight</category><category>surgeon-simulator</category><category>surgeon-simulator-2013</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Thu, 18 Apr 2013 23:00:00 EST</pubDate></item><item><title><![CDATA['A Slower Speed of Light' is an open-source game on special relativity from MIT Game Lab]]></title><link>http://www.joystiq.com/2012/11/09/a-slower-speed-of-light-is-an-open-source-game-on-special-rela/</link><guid isPermaLink="true">http://www.joystiq.com/2012/11/09/a-slower-speed-of-light-is-an-open-source-game-on-special-rela/</guid><comments>http://www.joystiq.com/2012/11/09/a-slower-speed-of-light-is-an-open-source-game-on-special-rela/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2012/11/09/a-slower-speed-of-light-is-an-open-source-game-on-special-rela/" target="_self"><img alt="'A Slower Speed of Light' is an opensource game on special relativity from MIT Game Lab " class="hidden" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/11/aslowerspeedoflight.png" /></a><iframe frameborder="0" height="318" id="viddler-3644dc9d" mozallowfullscreen="true" scrolling="no" src="http://www.viddler.com/embed/3644dc9d/?f=1&amp;autoplay=0&amp;player=simple&amp;secret=63916724&amp;loop=0&amp;nologo=0&amp;hd=0" webkitallowfullscreen="true" width="530"></iframe></div><br />The behavior of light may seem static and uninteresting (it's bright and fast, <em>we get it</em>), but there's actually an incredible amount of science going on that we generally don't experience during our normal lives.<br /><br /><em>A Slower Speed of Light</em>, a new open-source game for PC and OSX from MIT Game Lab, explores the more intricate and interesting behaviors of light in a "relativistic game engine." As players collect objects, the speed of light is slowed and players are able to experience phenomena such as the <a href="http://en.wikipedia.org/wiki/Doppler_effect">Doppler effect</a>, <a href="http://en.wikipedia.org/wiki/Time_dilation">time dilation</a> and the <a href="http://en.wikipedia.org/wiki/Lorentz_transformation">Lorentz transformation</a>, among others.<br /><br />While the open-source aspects of this project are not yet available, the plan is to release the game's Unity3D-based engine as <em>OpenRelativity</em> sometime in 2013. For now, the game itself can be downloaded <a href="http://gamelab.mit.edu/games/a-slower-speed-of-light/">here</a>. <div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/a-slower-speed-of-light/">A Slower Speed of Light</a></strong></p><a href="http://www.joystiq.com/photos/a-slower-speed-of-light/#5423974"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/11/speedoflight0_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/a-slower-speed-of-light/#5423975"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/11/speedoflight1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/a-slower-speed-of-light/#5423976"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/11/speedoflight2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/a-slower-speed-of-light/#5423977"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/11/speedoflight3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/a-slower-speed-of-light/#5423978"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/11/speedoflight4_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/11/09/a-slower-speed-of-light-is-an-open-source-game-on-special-rela/">'A Slower Speed of Light' is an open-source game on special relativity from MIT Game Lab</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 09 Nov 2012 23:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/11/09/a-slower-speed-of-light-is-an-open-source-game-on-special-rela/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20375617/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/11/09/a-slower-speed-of-light-is-an-open-source-game-on-special-rela/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>a-slower-speed-of-light</category><category>classical-physics</category><category>doppler-effect</category><category>faster-than-light</category><category>light</category><category>Lorentz-transformation</category><category>mac</category><category>mit-game-lab</category><category>open-source</category><category>pc</category><category>physics</category><category>relativity</category><category>special-relativity</category><category>time-dilation</category><dc:creator><![CDATA[Jordan Mallory]]></dc:creator><pubDate>Fri, 09 Nov 2012 23:00:00 EST</pubDate></item><item><title><![CDATA[Portabliss: Bad Piggies (iOS)]]></title><link>http://www.joystiq.com/2012/09/26/portabliss-bad-piggies-ios/</link><guid isPermaLink="true">http://www.joystiq.com/2012/09/26/portabliss-bad-piggies-ios/</guid><comments>http://www.joystiq.com/2012/09/26/portabliss-bad-piggies-ios/#comments</comments><description><![CDATA[<font color="#808080"><small>This is <a href="http://joystiq.com/tag/portabliss">Portabliss</a>, a column about downloadable games that can be played on the go.</small></font><hr size="2" width="100%" /><center> <iframe frameborder="0" height="318" id="viddler-687fae90" mozallowfullscreen="true" src="http://www.viddler.com/embed/687fae90/?f=1&amp;autoplay=0&amp;player=simple&amp;secret=108523833&amp;loop=0&amp;nologo=0&amp;hd=0" webkitallowfullscreen="true" width="530"></iframe><a class="hidden" href="http://www.joystiq.com/2012/09/26/portabliss-bad-piggies-ios/"><img alt="Portabliss Bad Piggies iOS" data-src-height="308" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/09/badpiggies.jpg" /></a></center><a href="http://joystiq.com/game/angry-birds"><br /><em>Angry Birds</em></a> is iOS gaming's juggernaut; even now, it regularly tops the App Store charts in both money earned and time played. Rovio, the Finnish company who created <em>Angry Birds</em>, put together dozens of mobile games before its first iOS release, and has seemingly hesitated to release anything else after it. The studio doesn't want to cannibalize its own success, so all we've seen from Rovio since <em>Angry Birds</em>' 2009 iOS release is a series of rebrands (including <em>Angry Birds Rio</em> and <em>Angry Birds Space</em>), and one licensed remake of a sandbox contraption game called <a href="http://teaser.amazingalex.com/"><em>Amazing Alex</em></a>.<br /><br /><em>Bad Piggies</em>, then, is the first original title we've seen from Rovio in years, but even it doesn't go too far off the multibillion-dollar reservation. It's a game set in the <em>Angry Birds</em> universe, that follows the green pigs and their goal of grabbing eggs rather than the frustrated fowl trying to demolish them. But instead of unleashing furious destruction by catapult, <em>Bad Piggies</em> asks the player to create modular vehicles that will cart the pigs across a level, reaching a map piece goal at the end.<p><a href="http://www.joystiq.com/2012/09/26/portabliss-bad-piggies-ios/" rel="bookmark">Continue reading <em>Portabliss: Bad Piggies (iOS)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/09/26/portabliss-bad-piggies-ios/">Portabliss: Bad Piggies (iOS)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 26 Sep 2012 10:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/09/26/portabliss-bad-piggies-ios/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20333393/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/09/26/portabliss-bad-piggies-ios/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>angry-birds</category><category>bad-piggies</category><category>creation</category><category>ios</category><category>ipad</category><category>iphone</category><category>mobile</category><category>physics</category><category>portabliss</category><category>puzzles</category><category>rovio</category><category>vehicles</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Wed, 26 Sep 2012 10:00:00 EST</pubDate></item><item><title><![CDATA[Notch still working on 0x10c, despite a few stops and starts]]></title><link>http://www.joystiq.com/2012/09/06/notch-still-working-on-0x10c-despite-a-few-stops-and-starts/</link><guid isPermaLink="true">http://www.joystiq.com/2012/09/06/notch-still-working-on-0x10c-despite-a-few-stops-and-starts/</guid><comments>http://www.joystiq.com/2012/09/06/notch-still-working-on-0x10c-despite-a-few-stops-and-starts/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/09/06/notch-still-working-on-0x10c-despite-a-few-stops-and-starts/"><img alt="Notch still working on 0x10c, despite a few stops and starts" data-src-height="235" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/09/0x10cships.jpg" /></a></div>Speaking to Joystiq at PAX last weekend, <a href="http://joystiq.com/game/minecraft"><em>Minecraft</em></a> creator Markus "Notch" Persson told us that while most of his days lately are taken up with "just discussing how to do stuff" ("and then Reddit," he added slyly), work continues on the <a href="http://joystiq.com/game/0x10c"><em>0x10c</em></a> space game he <a href="http://www.joystiq.com/2012/04/03/notchs-new-game-is-0x10c/">announced a while ago</a>. Oh, and in case you're still wondering how the title is pronounced, Notch calls it "ten-to-the-C."<br /><br />"I have the game world fleshed out, all the soft stuff, like the setting," he says. "And I have the emulator for the CPU, which is probably the most complex part of it, all written. I had a prototype for walking around and trying out all of the graphics styles, but that wasn't really fun. So I kind of took a break to recharge my batteries and deal with some personal stuff, and then I'll probably start over again when I get back to Sweden." Starting over again means he'll just rework the graphical engine on the game, and "rethink how the rendering is done, how the physics is done for the character."<br /><br />The team working on <em>0x10c</em> did have a building interface in mind for players to design their own spaceships, and Notch said it was heavily based on <a href="http://en.wikipedia.org/wiki/3D_Construction_Kit">the popular 3D Construction Kit</a>. But the interface wasn't fun, he told us. "We had something kind of inspired by [the Kit], with cubes you could remove corners from to make angles, but it turned really annoying when you tried to build anything."<br /><br />And Notch also confirmed that the game, whenever it is ready, will be released to the public in the way <em>Minecraft</em> was, in various states as it's being built. Notch says he got the idea to release games that way from <a href="http://en.wikipedia.org/wiki/Roguelike">the old roguelike genre</a>, of all places. "The first version they release is just you can walk around in the dungeon and that's it, that's the extent of what you can do. That's where I got it from." That release schedule, he said, works well for games that fall back on sandbox or user-generated content. "If you're making like <em>The Walking Dead </em>or something, because it's story driven," he said, then obviously a half-finished version won't work. "You're just going to ruin it for people in the other versions."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/09/06/notch-still-working-on-0x10c-despite-a-few-stops-and-starts/">Notch still working on 0x10c, despite a few stops and starts</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 06 Sep 2012 21:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/09/06/notch-still-working-on-0x10c-despite-a-few-stops-and-starts/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20317288/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/09/06/notch-still-working-on-0x10c-despite-a-few-stops-and-starts/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>0x10c</category><category>coding</category><category>interview</category><category>notch</category><category>pax-2012</category><category>pax-prime-2012</category><category>pc</category><category>physics</category><category>sci-fi</category><category>ships</category><category>space</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Thu, 06 Sep 2012 21:30:00 EST</pubDate></item><item><title><![CDATA[Colour Bind comes to grips with gravity on PC, Mac, Linux 'soon']]></title><link>http://www.joystiq.com/2012/08/09/colour-bind-comes-to-grips-with-gravity-on-pc-mac-linux-soon/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/09/colour-bind-comes-to-grips-with-gravity-on-pc-mac-linux-soon/</guid><comments>http://www.joystiq.com/2012/08/09/colour-bind-comes-to-grips-with-gravity-on-pc-mac-linux-soon/#comments</comments><description><![CDATA[<div style="text-align: center; "> <iframe allowfullscreen="" frameborder="0" height="298" src="http://www.youtube.com/embed/Ri8hb_IreG4?wmode=opaque" width="530"></iframe><br /> <a href="http://www.joystiq.com/2012/08/09/colour-bind-comes-to-grips-with-gravity-on-pc-mac-linux-soon/"><img alt="An introduction to Colour Bind" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/screenshot6-1344528781.jpg" style="display:none; margin: 4px; " /></a></div><div style="text-align: left; "> <br /> When we first got our hands on Puppy Punch Productions' <em>Colour Bind </em>at GDC this year, it looked much like it does now, in full, ready-for-release form. That's the thing about <em>Colour Bind</em> - it's not a feat in visual representation, but the ideas behind its physics-puzzle gameplay are outstanding all on their own, and flashy graphics would only serve to detract from its finesse.<br /> <br /> <em>Colour Bind -</em> now officially announced for PC, Man and Linux this year - has the player control a small vehicle and its gravity, along with the gravity of the surrounding terrain, by enabling different colors. The puzzles themselves are tricky in two layers: first in figuring out what to do with the gravity and then in the actual execution, as developer Finn Morgan describes in the above introduction video.<br /> <br /> <em>Colour Bind</em> is set to launch "soon" and includes more than 50 levels, local co-op and a level editor compatible with Steam Workshop.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/colour-bind/">Colour Bind</a></strong></p><a href="http://www.joystiq.com/photos/colour-bind/#5200457"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/screenshot0_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/colour-bind/#5200458"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/screenshot1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/colour-bind/#5200459"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/screenshot2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/colour-bind/#5200460"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/screenshot3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/colour-bind/#5200461"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/08/screenshot4_thumbnail.jpg" alt="" title="" /></a></div></div><p><a href="http://www.joystiq.com/2012/08/09/colour-bind-comes-to-grips-with-gravity-on-pc-mac-linux-soon/" rel="bookmark">Continue reading <em>Colour Bind comes to grips with gravity on PC, Mac, Linux 'soon'</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/08/09/colour-bind-comes-to-grips-with-gravity-on-pc-mac-linux-soon/">Colour Bind comes to grips with gravity on PC, Mac, Linux 'soon'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 09 Aug 2012 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/08/09/colour-bind-comes-to-grips-with-gravity-on-pc-mac-linux-soon/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20297357/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/09/colour-bind-comes-to-grips-with-gravity-on-pc-mac-linux-soon/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>colour-bind</category><category>finn-morgan</category><category>gravity</category><category>Linux</category><category>mac</category><category>pc</category><category>physics</category><category>puppy-punch-productions</category><category>puzzle</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Thu, 09 Aug 2012 18:00:00 EST</pubDate></item><item><title><![CDATA[Quantum Conundrum review: First rule of physics, don't talk about physics]]></title><link>http://www.joystiq.com/2012/06/21/quantum-conundrum-review/</link><guid isPermaLink="true">http://www.joystiq.com/2012/06/21/quantum-conundrum-review/</guid><comments>http://www.joystiq.com/2012/06/21/quantum-conundrum-review/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/06/21/quantum-conundrum-review/"><img alt="Quantum Conundrum review First rule of physics, don't talk about it" src="http://www.blogcdn.com/www.joystiq.com/media/2012/06/qcegmscreen12-1340306774.jpg" style="margin: 4px; width: 530px; height: 298px; " /></a></div><a href="http://www.joystiq.com/2012/02/15/quantum-conundrums-kim-swift-gives-us-some-cold-hard-fluff/">Back in February</a>, Airtight Games creative director Kim Swift told us that she wanted <a href="http://www.joystiq.com/game/quantum-conundrum"><em>Quantum Conundrum</em></a> to play like a Saturday-morning cartoon - lighthearted with a slapstick edge, similar to Looney Tunes or Cartoon Network programming. This may be why I found it so unnerving that <em>Quantum Conundrum</em> reminded me more of <em>Fight Club</em> than any kid-friendly cartoons.<br /><br />The standard-edition DVD of 2002's <em>Fight Club</em> has a looping menu that plays a round of light, elevator-style percussion music while the screen flickers invitingly on the <em>Play</em> button; this lasts just long enough to lull the passive listener into a false sense of tranquility, before it smashes into a measure of jarring electrical guitar and pulsating images for a few terrible seconds. Then the screen clears, and the torture repeats.<br /><br />One night in my wayward youth, I fell asleep watching this <em>Fight Club</em> DVD. For hours after the movie had finished and returned to the menu, I would be jolted awake just enough to know nothing about what was going on, only to immediately fall back asleep once the soothing interlude picked up again. For <em>hours</em>. It was disorienting, sinister and, looking back on it, kind of hilarious.<br /><br /><em>Quantum Conundrum</em>'s soundtrack may be similar to <em>Fight Club</em>'s menu screen's, but the game itself rides those same waves of frustration, persistence and disjointed comedy - the game is lovely, but the story is jarring. Some of its story elements are <em>almost </em>funny, some of the narrative <em>almost </em>make sense, all of it <em>almost</em> reaches a realm of lucid clarity. And yes, it does this for <em>hours</em>.<span style="font-family: 'Lucida Grande', verdana, arial, helvetica, sans-serif; font-size: 12px; line-height: normal; text-align: left; "><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/quantum-conundrum-6-21-12/">Quantum Conundrum (6/21/12)</a></strong></p><a href="http://www.joystiq.com/photos/quantum-conundrum-6-21-12/#5109557"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/06/e32012screenshi02_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/quantum-conundrum-6-21-12/#5109559"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/06/e32012screenshi03_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/quantum-conundrum-6-21-12/#5109560"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/06/e32012screenshi05_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/quantum-conundrum-6-21-12/#5109561"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/06/e32012screenshi10_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/quantum-conundrum-6-21-12/#5109562"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/06/qcegmscreen11_thumbnail.jpg" alt="" title="" /></a></div></span><p><a href="http://www.joystiq.com/2012/06/21/quantum-conundrum-review/" rel="bookmark">Continue reading <em>Quantum Conundrum review: First rule of physics, don't talk about physics</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/06/21/quantum-conundrum-review/">Quantum Conundrum review: First rule of physics, don't talk about physics</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 21 Jun 2012 17:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/06/21/quantum-conundrum-review/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20263599/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/06/21/quantum-conundrum-review/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>airtight-games</category><category>Kim-Swift</category><category>microsoft</category><category>pc</category><category>physics</category><category>playstation</category><category>portal</category><category>ps3</category><category>puzzler</category><category>quantum-conundrum</category><category>Square-Enix</category><category>xbox</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Thu, 21 Jun 2012 17:15:00 EST</pubDate></item><item><title><![CDATA[Levine: BioShock Infinite won't favor close-range weapons, Objectivism]]></title><link>http://www.joystiq.com/2011/11/12/levine-bioshock-infinite-wont-favor-close-range-weapons-objec/</link><guid isPermaLink="true">http://www.joystiq.com/2011/11/12/levine-bioshock-infinite-wont-favor-close-range-weapons-objec/</guid><comments>http://www.joystiq.com/2011/11/12/levine-bioshock-infinite-wont-favor-close-range-weapons-objec/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/11/12/levine-bioshock-infinite-wont-favor-close-range-weapons-objec/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/06/bioshock-infinite-e3-2011-5_530x298.jpg" style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; " /></a></div>
Ken Levine and the team at Irrational Games are switching things up for <a href="http://www.joystiq.com/game/bioshock-infinite"><em>BioShock Infinite</em></a> -- instead of being based on the Objectivist society of Ayn Rand's Atlas Shrugged, <em>Infinite</em> is aiming for more of an Erik Larson's Devil in the White City feel, with a focus on physics rather than gene splicing. Irrational is also switching up some of the most recognizable gameplay from the first two BioShock games, namely the ability to beat them almost entirely with the shotgun and Electro Bolt, Levine told <a href="http://blog.us.playstation.com/2011/11/10/ken-levine-interview-taking-bioshock-from-rapture-to-columbia/">PlayStation.Blog</a>.<br />
<blockquote class="bq-standard">
	"One of the first things we did when we started on BioShock Infinite was to draw a graph with y and z axes, and to say that one of those axes was the number of enemies in an encounter and the other was the range of those enemies," Levine said. "In the original BioShock, the entire game lived in one corner of that graph - few enemies, all at close range - so the Electro Bolt and shotgun were perfect. BioShock Infinite is going to have much greater ranges and, potentially, far more enemies, so we're greatly increasing the spectrum of encounters that are possible, and that requires the player use a broader set of tools."</blockquote>
That sounds like a challenge if we've ever heard one. You're on, Levine. <em>You're on</em>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/11/12/levine-bioshock-infinite-wont-favor-close-range-weapons-objec/">Levine: BioShock Infinite won't favor close-range weapons, Objectivism</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 12 Nov 2011 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/11/12/levine-bioshock-infinite-wont-favor-close-range-weapons-objec/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20105051/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/11/12/levine-bioshock-infinite-wont-favor-close-range-weapons-objec/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioshock-infinite</category><category>Electro-Bolt</category><category>Ken-Levine</category><category>microsoft</category><category>pc</category><category>physics</category><category>playstation</category><category>playstation-vita</category><category>ps3</category><category>shotgun</category><category>vita</category><category>xbox</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Sat, 12 Nov 2011 15:30:00 EST</pubDate></item><item><title><![CDATA[Nicalis' NightSky coming to Windows on January 6]]></title><link>http://www.joystiq.com/2011/01/02/nicalis-nightsky-coming-to-windows-on-january-6/</link><guid isPermaLink="true">http://www.joystiq.com/2011/01/02/nicalis-nightsky-coming-to-windows-on-january-6/</guid><comments>http://www.joystiq.com/2011/01/02/nicalis-nightsky-coming-to-windows-on-january-6/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2011/01/02/nicalis-nightsky-coming-to-windows-on-january-6/"><img hspace="0" border="0" vspace="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/01/nightskytrailer.jpg" /></a></div>
Nicalis, best known for releasing Daisuke Amaya's <a href="http://joystiq.com/game/cave-story"><em>Cave Story</em></a> on the Wii and DSi, has announced that <a href="http://twitter.com/nicalis/status/21007380321935360">it will be bringing</a> the 2D physics-based platformer <a href="http://joystiq.com/game/nightsky"><em>NightSky</em></a> to Windows on January 6. The title, by Sweden's <a href="http://nifflas.ni2.se/">Nifflas</a>, was originally scheduled for release on WiiWare as well. Nicalis <a href="http://twitter.com/nicalis/status/21677294443569153">says</a> it hasn't "given up on consoles" for the game, but the PC and Mac releases will arrive first.<br />
<br />
The game looks intriguing -- you can see a short launch trailer after the break. There's no word on price yet (or where you'll be able to get it, other than <a href="http://www.nicalis.com/nightsky/">the official website</a>), but assuming the game arrives as planned, those who want to get their hands on this 2009 IGF finalist will finally be able to do so.<p><a href="http://www.joystiq.com/2011/01/02/nicalis-nightsky-coming-to-windows-on-january-6/" rel="bookmark">Continue reading <em>Nicalis' NightSky coming to Windows on January 6</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/01/02/nicalis-nightsky-coming-to-windows-on-january-6/">Nicalis' NightSky coming to Windows on January 6</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 02 Jan 2011 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/01/02/nicalis-nightsky-coming-to-windows-on-january-6/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19783667/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/01/02/nicalis-nightsky-coming-to-windows-on-january-6/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>mac</category><category>nicalis</category><category>nifflas</category><category>night-game</category><category>nightsky</category><category>pc</category><category>physics</category><category>platformer</category><category>release-date</category><category>windows</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Sun, 02 Jan 2011 19:00:00 EST</pubDate></item><item><title><![CDATA[NaturalMotion gives us a crash course in game physics]]></title><link>http://www.joystiq.com/2010/12/31/naturalmotion-gives-us-a-crash-course-in-game-physics/</link><guid isPermaLink="true">http://www.joystiq.com/2010/12/31/naturalmotion-gives-us-a-crash-course-in-game-physics/</guid><comments>http://www.joystiq.com/2010/12/31/naturalmotion-gives-us-a-crash-course-in-game-physics/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/12/31/naturalmotion-gives-us-a-crash-course-in-game-physics/#continued"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/naturalmotion530px1230201.jpg" /></a></div>
Physics can make or break a game -- imagine how boring <em>Half-Life 2</em> would've been without the gravity gun. NaturalMotion, the studio behind <em>Backbreaker</em>, shows how physics work in-game through its Euphoria engine (a staple of Rockstar's most recent games, like <em><a href="http://www.joystiq.com/game/red-dead-redemption">Red Dead Redemption</a> </em>and <em><a href="http://www.joystiq.com/game/grand-theft-auto-iv">GTA IV</a>)</em>.<p><a href="http://www.joystiq.com/2010/12/31/naturalmotion-gives-us-a-crash-course-in-game-physics/" rel="bookmark">Continue reading <em>NaturalMotion gives us a crash course in game physics</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/12/31/naturalmotion-gives-us-a-crash-course-in-game-physics/">NaturalMotion gives us a crash course in game physics</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 31 Dec 2010 05:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/12/31/naturalmotion-gives-us-a-crash-course-in-game-physics/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19782090/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/12/31/naturalmotion-gives-us-a-crash-course-in-game-physics/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>backbreaker</category><category>euphoria</category><category>euphoria-engine</category><category>microsoft</category><category>mobile</category><category>pc</category><category>physics</category><category>playstation</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Fri, 31 Dec 2010 05:00:00 EST</pubDate></item><item><title><![CDATA[Fall Over: A platformer for gentlemen]]></title><link>http://www.joystiq.com/2009/08/04/fall-over-a-platformer-for-gentlemen/</link><guid isPermaLink="true">http://www.joystiq.com/2009/08/04/fall-over-a-platformer-for-gentlemen/</guid><comments>http://www.joystiq.com/2009/08/04/fall-over-a-platformer-for-gentlemen/#comments</comments><description><![CDATA[<div align="center"><a href="http://hempuli.com/FO/"><img width="580" vspace="0" hspace="0" height="320" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2009/08/gentlemenplatformer580.jpg" alt="" /></a><br /> </div>
<em>Fall Over</em> is a gentleman's platformer, with a twist. Combining a familiar-looking 2D landscape and real-life physics, indie developer Arvi "<a href="http://hempuli.com/">Hempuli</a>" Teikari has put just enough spin on the genre to combat our rampant attention-deficit disorder.<br /> <br /> <em>Fall Over</em> is a simple concept; as a fancy-suited gentleman, reach the end of the level with as many coins in your pocket as possible. The challenge is working with the game's real-world physics, including the little things we take for granted -- like accidentally knocking your character on his back after hitting his head on a platform above -- and keeping your coins safely tucked away. It's the engine that would make Mario scream, and it's a <a href="http://hempuli.com/FO/">free game worth a few minutes</a> of your time. Make sure to grab your top hat and monocle before checking it out.<br /> <br /> [Via <a href="http://news.bigdownload.com/2009/08/03/a-gentleman-does-not-fall-over/">BigDownload</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/08/04/fall-over-a-platformer-for-gentlemen/">Fall Over: A platformer for gentlemen</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 04 Aug 2009 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://hempuli.com/FO/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/08/04/fall-over-a-platformer-for-gentlemen/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19118922/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/08/04/fall-over-a-platformer-for-gentlemen/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2d</category><category>arvi-teikari</category><category>fall-over</category><category>free</category><category>hempuli</category><category>indie</category><category>physics</category><category>platformer</category><category>reactor-products</category><dc:creator><![CDATA[Xav de Matos]]></dc:creator><pubDate>Tue, 04 Aug 2009 20:00:00 EST</pubDate></item><item><title><![CDATA[GDC09: Havok gets smart, announces Havok AI]]></title><link>http://www.joystiq.com/2009/03/24/gdc09-havok-gets-smart-announces-havok-ai/</link><guid isPermaLink="true">http://www.joystiq.com/2009/03/24/gdc09-havok-gets-smart-announces-havok-ai/</guid><comments>http://www.joystiq.com/2009/03/24/gdc09-havok-gets-smart-announces-havok-ai/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.businesswire.com/portal/site/google/?ndmViewId=news_view&amp;newsId=20090323005482&amp;newsLang=en"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/03/havok_bar_big_jd.jpg" /></a><br /></div>
<a href="http://www.joystiq.com/tag/havok">Havok</a> is exploding like a red barrel into the world of artificial intelligence. With ragdoll grace, the middleware company announced its new Havok AI SDK during <a href="http://www.joystiq.com/tag/gdc-2009/">GDC 2009</a>, promising "unique solutions" to various AI pathfinding issues faced by today's game developers. <br /><br />Like the folks at <a href="http://www.1up.com/do/newsStory?cId=3173377">1UP</a>, we're not exactly sure what this means for gamers, though the new software is supposed to be fully compatible with Havok's other products and tools, such as Havok Physics. Perhaps now enemy patrols will get the good sense not to seek shelter behind things that go kablooey when bullets begin to fly.<br /><br />[Thanks David B.]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/03/24/gdc09-havok-gets-smart-announces-havok-ai/">GDC09: Havok gets smart, announces Havok AI</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 24 Mar 2009 09:07:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.businesswire.com/portal/site/google/?ndmViewId=news_view&amp;newsId=20090323005482&amp;newsLang=en>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/24/gdc09-havok-gets-smart-announces-havok-ai/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1496653/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/03/24/gdc09-havok-gets-smart-announces-havok-ai/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ai</category><category>artificial-intelligence</category><category>artificialintelligence</category><category>gdc-2009</category><category>havok</category><category>havok-ai</category><category>middleware</category><category>physics</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Tue, 24 Mar 2009 09:07:00 EST</pubDate></item><item><title><![CDATA[Toy with science in WiiPhysics]]></title><link>http://www.joystiq.com/2008/09/02/toy-with-science-in-wiiphysics/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/02/toy-with-science-in-wiiphysics/</guid><comments>http://www.joystiq.com/2008/09/02/toy-with-science-in-wiiphysics/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/video/" rel="tag">Video</a>, <a href="http://www.joystiq.com/category/homebrew/" rel="tag">Homebrew</a></p><div align="center"><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/aTlXFYXvKOM&amp;hl=en&amp;fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/aTlXFYXvKOM&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object><br /></div>
<br />If, like us, you spent hours gawking at <a href="http://www.joystiq.com/photos/ds-fanboy-recommends-homebrew-programs/812736/"><em>Pocket Physics</em></a> on the DS (or <em>Crayon Physics</em>, its predecessor on the PC), you'll know that it's one of the most time-consuming <a href="http://www.joystiq.com/tag/homebrew">homebrew</a> titles on the handheld. Sooner or later, it was inevitable that the homebrew community would spawn a Wii version, and homebrewer <a href="http://www.youtube.com/watch?v=dnpObRIww5s">Beardface</a> has answered the call with <em>WiiPhysics</em>. The video above is version 2.1 of the title, though it has since enjoyed a slight update, adding a two-player mode. Download it <a href="http://wiiphysics.googlecode.com/files/WiiPhysics-2.0.0.zip">here</a>!<br /><br />[Via <a href="http://gbatemp.net/index.php?showtopic=102370">GBAtemp</a>]<br /><br />
<div style="border-top: 1px solid; padding-top: 5px;"><em><a href="http://www.joystiq.com/category/homebrew"><em><img hspace="4" height="75" width="75" vspace="4" border="0" align="left" src="http://www.blogcdn.com/www.joystiq.com/media/2008/08/dvd-logo_thumbnail.png" alt="" /></em></a><em>The homebrew community is doing <a href="http://www.joystiq.com/2008/07/28/wii-homebrew-made-dead-simple/">nifty things</a> with the Wii. Have you learned <a href="http://www.joystiq.com/photos/guide-to-watching-dvds-on-wii/974761/">how to play DVDs</a> on your console yet? Or read about the app that <a href="http://www.joystiq.com/2008/08/06/wii-menu-hack-now-available-to-adventurous-homebrewers/">lets you play games from other regions</a>? What about <a href="http://www.joystiq.com/2008/07/03/homebrewer-hacks-goldeneye-to-run-on-wii/">getting </a></em></em><a href="http://www.joystiq.com/2008/07/03/homebrewer-hacks-goldeneye-to-run-on-wii/">Goldeneye</a><em><em><a href="http://www.joystiq.com/2008/07/03/homebrewer-hacks-goldeneye-to-run-on-wii/"> to run on Wii</a>? Alternatively, you could just use homebrew to <a href="http://www.joystiq.com/2008/08/04/homebrew-app-ocarina-makes-cheating-that-much-easier/">get your cheat on</a>. </em></em></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/09/02/toy-with-science-in-wiiphysics/">Toy with science in WiiPhysics</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 02 Sep 2008 18:12:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.youtube.com/watch?v=aTlXFYXvKOM>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/02/toy-with-science-in-wiiphysics/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1302010/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/02/toy-with-science-in-wiiphysics/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>physics</category><category>sandbox</category><category>wiiphysics</category><dc:creator><![CDATA[Chris Greenhough]]></dc:creator><pubDate>Tue, 02 Sep 2008 18:12:00 EST</pubDate></item><item><title><![CDATA[MGS inks 'perpetual' license for Havok tech]]></title><link>http://www.joystiq.com/2008/08/06/mgs-inks-perpetual-license-for-havok-tech/</link><guid isPermaLink="true">http://www.joystiq.com/2008/08/06/mgs-inks-perpetual-license-for-havok-tech/</guid><comments>http://www.joystiq.com/2008/08/06/mgs-inks-perpetual-license-for-havok-tech/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.edge-online.com/news/havok-unleashed-microsoft"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/08/havok_mgs_bar.jpg" alt="" /></a><br /></div>
It's not the size of your explosion that matters, but rather how many random objects you can send flying about in realistic fashion. <a href="http://www.joystiq.com/tag/microsoft-game-studios">Microsoft Game Studios</a> today announced a new "perpetual licensing agreement" with the physics connoisseurs at <a href="http://www.joystiq.com/tag/havok">Havok</a>, opening up the middleware outfit's suite of current and future tech to MGS and its development partners. <em>Perpetual</em>, you say? Sounds like someone is over their puppy love and is ready for a real commitment.<br /><br />Havok's reputation for overturning tables in dramatic fashion is well known. A number of Microsoft's titles, both internally developed and published, utilize the technology already, giving us reason to believe that whatever Microsoft Game Studios has up its sleeves next, it's sure to have exploding barrels aplenty.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/08/06/mgs-inks-perpetual-license-for-havok-tech/">MGS inks 'perpetual' license for Havok tech</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 06 Aug 2008 22:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.edge-online.com/news/havok-unleashed-microsoft>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/06/mgs-inks-perpetual-license-for-havok-tech/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1277052/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/08/06/mgs-inks-perpetual-license-for-havok-tech/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>havok</category><category>microsoft</category><category>microsoft-game-studios</category><category>middleware</category><category>physics</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Wed, 06 Aug 2008 22:00:00 EST</pubDate></item><item><title><![CDATA[We're pulled in by Gravity]]></title><link>http://www.joystiq.com/2008/07/18/were-pulled-in-by-gravity/</link><guid isPermaLink="true">http://www.joystiq.com/2008/07/18/were-pulled-in-by-gravity/</guid><comments>http://www.joystiq.com/2008/07/18/were-pulled-in-by-gravity/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a>, <a href="http://www.joystiq.com/category/video/" rel="tag">Video</a>, <a href="http://www.joystiq.com/category/screens/" rel="tag">Screens</a></p><div 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" width="425" height="360">	<param name="allowScriptAccess" value="sameDomain" /> 	<param name="allowFullScreen" value="true" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=36812"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=36812" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="425" height="360"></embed> </object></div>
<br />Being nice to look at is hardly essential for a puzzle game, but that's not to say we're <em>opposed</em> to easy-on-the-eye puzzlers such as <a href="http://www.joystiq.com/2008/06/06/building-a-world-of-goo/"><em>World of Goo</em></a>. Deep Silver's <em>Gravity</em> is another entry in the genre that is also a looker, with each of the title's 100 puzzles featuring a unique, hand-painted background (IGN has bigger screens if you want to admire them some more).<br /><br />As for how it <span style="font-style: italic;">plays</span>, this debut trailer suggests that the Deep Silver team have been spending some time with <a href="http://www.kloonigames.com/crayon/"><span style="font-style: italic;">Crayon Physics</span></a>, or maybe even <a href="http://www.joystiq.com/2008/05/24/homebrew-week-the-recapping/">DS homebrew</a> hit <a href="http://www.joystiq.com/2007/12/24/pocket-physics-brings-a-taste-of-crayon-physics-to-the-ds/"><span style="font-style: italic;">Pocket Physics</span></a>. You'll hear no complaints from us if the Wii gets its own <span style="font-style: italic;">Crayon Physics</span>!<br /><br />Trailer at <a href="http://www.gametrailers.com/player/36812.html">GameTrailers</a><br />Screens at <a href="http://uk.media.wii.ign.com/media/142/14265325/imgs_1.html">IGN</a><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/07/18/were-pulled-in-by-gravity/">We're pulled in by Gravity</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 18 Jul 2008 14:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/07/18/were-pulled-in-by-gravity/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1260442/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/07/18/were-pulled-in-by-gravity/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>deep-silver</category><category>gravity</category><category>physics</category><category>puzzle</category><dc:creator><![CDATA[Chris Greenhough]]></dc:creator><pubDate>Fri, 18 Jul 2008 14:45:00 EST</pubDate></item><item><title><![CDATA[Carnival Games causing a Havok]]></title><link>http://www.joystiq.com/2008/06/27/carnival-games-causing-a-havok/</link><guid isPermaLink="true">http://www.joystiq.com/2008/06/27/carnival-games-causing-a-havok/</guid><comments>http://www.joystiq.com/2008/06/27/carnival-games-causing-a-havok/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a></p><div align="center"><a href="http://www.gamesindustry.biz/articles/2k-signs-havok-for-new-wii-titles"><img vspace="4" hspace="4" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2008/06/havok_logo2_pl_9382724.jpg"  alt="" /></a><br /></div>
One of the most well-known development tools in the world has been secured by 2K Games for some upoming titles. The <em>Havok</em> <a href="http://www.joystiq.com/2008/03/27/demystifying-the-physics-of-super-mario-galaxy/">physics engine</a> is used in squillions of high-profile games like <em><strike>Halo 3</strike></em>, <strike><em>Oblivion</em></strike>, <strike><em>BioShock</em></strike> <strike>and</strike><em> <a href="http://www.joystiq.com/tag/smash-bros-brawl/">Super Smash Bros. Brawl</a>. </em>Naturally, 2K wanted to acquire the license for none other than <a href="http://www.joystiq.com/2008/03/11/more-carnival-games-come-to-the-wii/"><em>Carnival Games: Mini-Golf</em></a>.<br /><br />Before crying shovelware, the original <a href="http://www.joystiq.com/2007/09/03/carnival-games-only-for-vanilla-faces/"><em>Carnival Games</em></a> sold over a million copies, so 2K is doing the right thing by wanting to get the best software for improving the series. A few other titles are also in line to use <em>Havok</em>, but no word on specific names as yet.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/06/27/carnival-games-causing-a-havok/">Carnival Games causing a Havok</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 27 Jun 2008 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamesindustry.biz/articles/2k-signs-havok-for-new-wii-titles>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/06/27/carnival-games-causing-a-havok/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1238703/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/06/27/carnival-games-causing-a-havok/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2k</category><category>2k-games</category><category>carnival-games</category><category>carnival-games-mini-...</category><category>engine</category><category>havok</category><category>physics</category><dc:creator><![CDATA[Phil Larsen]]></dc:creator><pubDate>Fri, 27 Jun 2008 17:00:00 EST</pubDate></item><item><title><![CDATA[Get a physics lesson with this Euphoria tech demo]]></title><link>http://www.joystiq.com/2008/04/26/get-a-physics-lesson-with-this-euphoria-tech-demo/</link><guid isPermaLink="true">http://www.joystiq.com/2008/04/26/get-a-physics-lesson-with-this-euphoria-tech-demo/</guid><comments>http://www.joystiq.com/2008/04/26/get-a-physics-lesson-with-this-euphoria-tech-demo/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a></p><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" width="490" height="400">	<param name="allowScriptAccess" value="sameDomain" /> 	<param name="allowFullScreen" value="true" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=33271"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=33271" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="490" height="400"></embed> </object></center> With the upcoming release of <a href="http://www.joystiq.com/Grand-Theft-Auto-IV/"><em>Grand Theft Auto IV</em></a> and the building anticipation for titles such as <em><a href="http://www.joystiq.com/search/?q=Star%20Wars%3A%20The%20Force%20Unleashed">Star Wars: The Force Unleashed</a></em> and <em><a href="http://www.joystiq.com/search/?q=Backbreaker">Backbreaker</a></em>, we're constantly asked about the Euphoria physics engine featured in said games -- and by constantly, we mean never. However, to prevent such a onslaught of queries, we present you with <a href="http://www.gametrailers.com/player/33271.html?r=1&amp;type=wmv">a recently released tech demo from Euphoria creators NaturalMotion</a>, which exhibits some of the differences between their engine and those of the ragdoll variety. Yes, we truly have reached a new era of making <a href="http://en.wikipedia.org/wiki/Michelin">Michelin Men</a> fall down in increasingly realistic ways.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/04/26/get-a-physics-lesson-with-this-euphoria-tech-demo/">Get a physics lesson with this Euphoria tech demo</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 26 Apr 2008 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gametrailers.com/player/33271.html?r=1&amp;type=wmv>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/04/26/get-a-physics-lesson-with-this-euphoria-tech-demo/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1178506/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/04/26/get-a-physics-lesson-with-this-euphoria-tech-demo/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>euphoria</category><category>euphoriaengine</category><category>naturalmotion</category><category>PC</category><category>physics</category><category>PS3</category><category>techdemo</category><category>Xbox-360</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Sat, 26 Apr 2008 19:00:00 EST</pubDate></item><item><title><![CDATA[Demystifying the physics of Super Mario Galaxy]]></title><link>http://www.joystiq.com/2008/03/27/demystifying-the-physics-of-super-mario-galaxy/</link><guid isPermaLink="true">http://www.joystiq.com/2008/03/27/demystifying-the-physics-of-super-mario-galaxy/</guid><comments>http://www.joystiq.com/2008/03/27/demystifying-the-physics-of-super-mario-galaxy/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/fan-stuff/" rel="tag">Fan stuff</a></p><div align="center"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/03/php4jpsz4pm.jpg" alt="" /><br /></div>
<br />As we've <a href="http://www.joystiq.com/2008/03/24/learning-quantum-mechanics-with-super-mario-world/">already established</a>, we're not science people ('D' grade at GCSE Science, thank you). Bring up a subject such as photosynthesis, or the properties of sulfur dioxide, and it's likely you won't get much of a reply, short of us standing there and saying "buh?" like some slack-jawed, mouth-breathing farmhand.<br /><br />In other words, Gamasutra's article on debunking the <a href="http://www.joystiq.com/2007/11/01/smg-science-trailer-leaves-us-baffled/">physics</a> found in <a href="http://www.joystiq.com/tag/super-mario-galaxy/"><em>Super Mario Galaxy</em></a> never stood a chance of entering our enfeebled brains and staying there. Oh, it definitely <em>interested</em> us, but terms such as "unit vector" and "collision mask" quickly appeared to make us feel like absolute thickos again. What we did pick up from the feature was that gravity can only exist in the real world on spherical surfaces, and that the laws of physics themselves were twisted to accommodate<em> Galaxy</em>'s zany world of misshapen planetoids.<br /><br />If you're one of those people who feels confident conducting conversations about "surface normals," give it a look.<br /><br /><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/03/27/demystifying-the-physics-of-super-mario-galaxy/">Demystifying the physics of Super Mario Galaxy</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 27 Mar 2008 14:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamasutra.com/view/feature/3593/games_demystified_super_mario_.php>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/03/27/demystifying-the-physics-of-super-mario-galaxy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1150747/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/03/27/demystifying-the-physics-of-super-mario-galaxy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>physics</category><category>platform</category><category>smg</category><category>super-mario-galaxy</category><dc:creator><![CDATA[Chris Greenhough]]></dc:creator><pubDate>Thu, 27 Mar 2008 14:15:00 EST</pubDate></item><item><title><![CDATA[Havok offers PC game devs Havok Complete for free]]></title><link>http://www.joystiq.com/2008/02/23/havok-offers-pc-game-devs-havok-complete-for-free/</link><guid isPermaLink="true">http://www.joystiq.com/2008/02/23/havok-offers-pc-game-devs-havok-complete-for-free/</guid><comments>http://www.joystiq.com/2008/02/23/havok-offers-pc-game-devs-havok-complete-for-free/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.havok.com/content/view/582/53/"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/02/havok_free.jpg" /></a><br /></div>
It was only a few short years ago when in-game physics were a novelty, like lava lamps and black lights. Today, however, like barrels that explode when shot, obeying the laws of physics is expected behavior for objects in most any game. This turnabout is pinned largely on the popularity of <a href="http://www.joystiq.com/tag/Havok/">Havok'</a>s core collection of animation and physics tools, which the company notes that it will make available to PC game developers for free later this year. <br /><br />The toolset, dubbed Havok Complete, has been used in creating a number of high profile titles, such as Ninja Theory's <a href="http://www.joystiq.com/tag/HeavenlySword/"><em>Heavenly Sword</em></a>. Beginning in May, Havok will make available these same tools to developers for non-commercial use, while both it and <a href="http://www.joystiq.com/2007/09/17/intel-picks-up-havok-for-21m/">parent company Intel</a> also plan to offer those devs deemed worthy with a free commercial distribution license as well. Says Havok, the move is designed to "boost creative game development throughout the industry," from indies and academics, to PC enthusiasts who for <em>too long</em> have lived without the joy of being able to throw virtual ragdolls down flights of stairs.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/02/23/havok-offers-pc-game-devs-havok-complete-for-free/">Havok offers PC game devs Havok Complete for free</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 23 Feb 2008 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.havok.com/content/view/582/53/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/23/havok-offers-pc-game-devs-havok-complete-for-free/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1122958/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/23/havok-offers-pc-game-devs-havok-complete-for-free/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>animation</category><category>havok</category><category>havok-complete</category><category>havokcomplete</category><category>PC</category><category>physics</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Sat, 23 Feb 2008 18:00:00 EST</pubDate></item><item><title><![CDATA[Havok upgrades to 5.5, adds cloth and destruction]]></title><link>http://www.joystiq.com/2008/02/19/havok-upgrades-to-5-5-adds-cloth-and-destruction/</link><guid isPermaLink="true">http://www.joystiq.com/2008/02/19/havok-upgrades-to-5-5-adds-cloth-and-destruction/</guid><comments>http://www.joystiq.com/2008/02/19/havok-upgrades-to-5-5-adds-cloth-and-destruction/#comments</comments><description><![CDATA[<a href="http://www.prnewswire.com/cgi-bin/stories.pl?ACCT=104&amp;STORY=/www/story/02-19-2008/0004758594&amp;EDATE="><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2008/02/havok-cloth-destruc-490.jpg" alt="" /></a>The Havok Physics engine has been upgraded to 5.5, according to a press release from today. The release includes new enhancements, features, "dramatically accelerating the development of cross platform, [and] cutting edge electronic entertainment." <br /><br />The Havok Animation and Havok Behavior toolsets were also updated to 5.5, and the PlayStation 3 tools also received enhanced collision query optimizations. In a <a href="http://www.prnewswire.com/cgi-bin/stories.pl?ACCT=104&amp;STORY=/www/story/02-19-2008/0004758594&amp;EDATE=">separate press release</a>, Havok announced Havok Cloth and Havok Destruction, whose intentions and use are pretty self-explanatory.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/02/19/havok-upgrades-to-5-5-adds-cloth-and-destruction/">Havok upgrades to 5.5, adds cloth and destruction</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 19 Feb 2008 19:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.prnewswire.com/cgi-bin/stories.pl?ACCT=104&amp;STORY=/www/story/02-19-2008/0004758594&amp;EDATE=>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/19/havok-upgrades-to-5-5-adds-cloth-and-destruction/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1119072/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/19/havok-upgrades-to-5-5-adds-cloth-and-destruction/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cloth</category><category>destruction</category><category>havok</category><category>physics</category><dc:creator><![CDATA[Ross Miller]]></dc:creator><pubDate>Tue, 19 Feb 2008 19:15:00 EST</pubDate></item><item><title><![CDATA[A very Jenga-esque Crysis physics demonstration]]></title><link>http://www.joystiq.com/2007/12/16/a-very-jenga-esque-crysis-physics-demonstration/</link><guid isPermaLink="true">http://www.joystiq.com/2007/12/16/a-very-jenga-esque-crysis-physics-demonstration/</guid><comments>http://www.joystiq.com/2007/12/16/a-very-jenga-esque-crysis-physics-demonstration/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a></p><object width="490" height="404"><param name="movie" value="http://www.youtube.com/v/YG5qDeWHNmk&amp;rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/YG5qDeWHNmk&amp;rel=1" type="application/x-shockwave-flash" wmode="transparent" width="490" height="404"></embed></object><br />We wonder if there's a psychological condition associated with our fascination in watching things fall down in video games. It started out harmlessly enough, with the popularization of the Gmod (and the <a href="http://youtube.com/watch?v=H3xGK_kd_Lo">Rube Goldberg machines</a> that followed), then picked up steam with the brief <a href="http://www.joystiq.com/2006/05/23/fun-with-physics-oblivions-domino-effect/">Oblivion dominoes</a> trend, but a recent video showing the various things you can do with <a href="http://www.youtube.com/watch?v=YG5qDeWHNmk">3,000 barrels</a> in Crysis is the <em>pi&egrave;ce de r&eacute;sistance</em> in this eccentric genre.<br /><br />We can't stop fantasizing about what crude oil masterpieces we'd like to construct and demolish -- if only we were typing this on a sleek, <a href="http://www.wowinsider.com/2007/12/14/enter-to-win-a-5k-dell-wow-edition-notebook/">gaming-centric rig</a>, and not our trusty Performa 5200.<br /><br />[Via <a href="http://kotaku.com/gaming/clips/watch-3000-barrels-fall-down-in-crysis-333902.php">Kotaku</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/12/16/a-very-jenga-esque-crysis-physics-demonstration/">A very Jenga-esque Crysis physics demonstration</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 16 Dec 2007 14:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.youtube.com/watch?v=YG5qDeWHNmk>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/12/16/a-very-jenga-esque-crysis-physics-demonstration/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1064169/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/12/16/a-very-jenga-esque-crysis-physics-demonstration/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Barrels</category><category>Crysis</category><category>PC</category><category>Physics</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Sun, 16 Dec 2007 14:45:00 EST</pubDate></item><item><title><![CDATA[AGEIA to give UT3 modders a physical with PhysX mod kit]]></title><link>http://www.joystiq.com/2007/11/22/ageia-to-give-ut3-modders-a-physical-with-physx-mod-kit/</link><guid isPermaLink="true">http://www.joystiq.com/2007/11/22/ageia-to-give-ut3-modders-a-physical-with-physx-mod-kit/</guid><comments>http://www.joystiq.com/2007/11/22/ageia-to-give-ut3-modders-a-physical-with-physx-mod-kit/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a></p><div align="center"><a href="http://www.gamedaily.com/articles/news/ageia-releases-physx-modkit-for-unreal-tournament-3/18618/"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/11/ageia_torn.jpg" /></a><br /></div>
With consoles constantly encroaching on what used to be exclusively PC territory, it's refreshing to know that there are some things, such as mods, that remain the domain of those who prefer keyboard and mouse over thumbsticks. For example, while Epic's <em><a href="http://www.joystiq.com/tag/UnrealTournament3/">Unreal Tournament III</a></em> will <a href="http://www.joystiq.com/2007/11/21/unreal-tournament-3-on-ps3-has-gone-gold-likely-due-mid-decembe/">eventually</a> <a href="http://www.joystiq.com/2007/11/21/unreal-tournament-3-on-ps3-has-gone-gold-likely-due-mid-decembe/">find its way</a> to gamers of both persuasions, it will be PC enthusiasts who enjoy the added benefit of mods, though word is that players will <a href="http://www.joystiq.com/2007/01/29/epic-aims-for-unreal-tournament-user-mods-on-ps3-360/">somehow be able to share mods</a> between platforms. <br /><br />The latest mod tools for the game come from physics moguls AGEIA, who have announced plans to release <a href="http://www.ageia.com/physx/ut3.html">a mod kit</a> designed around the company's PhysX GPU processor, promising modders "everything they need to easily add PhysX-powered content into the <em>UT3 </em>universe." The kit, which will be available in December, will include additional tools, guides, tutorials and documentation and assets and examples on top of the game's existing mod tools.<br /><br />In addition, to show that it's serious AGEIA has also released a collection of "Extreme PhysX Mod Levels," which are<a href="http://www.ageia.com/physx/ut3_get_mods.html"> now available</a> and aim to demonstrate why we should all <em>care </em>about the PhysX processor. This collection includes the LightHouse and Tornado mod levels, the latter of which can be seen <a href="http://www.ageia.com/physx/ut3.html">in video form here</a>. More levels are promised, and while we can't say that this has driven us to brave the Black Friday crowds to lay down the geld for one of those cards, AGEIA no doubt hopes that players include PhysX cards on their shopping lists this holiday season.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/11/22/ageia-to-give-ut3-modders-a-physical-with-physx-mod-kit/">AGEIA to give UT3 modders a physical with PhysX mod kit</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 22 Nov 2007 19:01:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamedaily.com/articles/news/ageia-releases-physx-modkit-for-unreal-tournament-3/18618/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/11/22/ageia-to-give-ut3-modders-a-physical-with-physx-mod-kit/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1045897/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/11/22/ageia-to-give-ut3-modders-a-physical-with-physx-mod-kit/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ageia</category><category>epic</category><category>midway</category><category>mods</category><category>PC</category><category>physics</category><category>physx</category><category>unreal</category><category>unreal-tournament</category><category>unreal-tournament-3</category><category>unreal-tournament-iii</category><category>ut3</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Thu, 22 Nov 2007 19:01:00 EST</pubDate></item><item><title><![CDATA[Line Rider inspired by Gamasutra]]></title><link>http://www.joystiq.com/2007/08/03/line-rider-inspired-by-gamasutra/</link><guid isPermaLink="true">http://www.joystiq.com/2007/08/03/line-rider-inspired-by-gamasutra/</guid><comments>http://www.joystiq.com/2007/08/03/line-rider-inspired-by-gamasutra/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/news/" rel="tag">News</a></p><div align="center"><a href="http://www.gamesetwatch.com/2007/08/line_riders_physics_gamasutra.php"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2007/08/linerider080307.jpg"  alt="" /></a><br /></div>
We've exerted our influence on game design a few times before-- and by "a few times" we mean "once", and by "game design" we mean "<a href="http://www.joystiq.com/2007/07/26/barnyard-blast-the-greatest-game-of-all-time/">a subtitle</a>." It hardly compares to Gamasutra's accidental influence on <em>Line Rider.<br /><br /></em>The creator of the Flash game, soon to be a <a href="http://www.joystiq.com/2006/12/20/line-rider-to-hit-ds-and-wii/">DS and Wii game</a>, didn't know enough about physics, and therefore couldn't make the physics-based game we all enjoy. That is, until he saw an article on Gamasutra with simple physics calculations laid out in <a href="http://en.wikipedia.org/wiki/Pseudocode">pseudocode</a>. He adapted the pseudocode into real code, integrated it with a drawing tool, and <em>Line Rider </em>was born. We love hearing about gaming websites Making a Difference. We'd love to feel useful someday ourselves!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/08/03/line-rider-inspired-by-gamasutra/">Line Rider inspired by Gamasutra</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 03 Aug 2007 10:40:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamesetwatch.com/2007/08/line_riders_physics_gamasutra.php>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/08/03/line-rider-inspired-by-gamasutra/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/956782/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/08/03/line-rider-inspired-by-gamasutra/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gamasutra</category><category>linerider</category><category>physics</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Fri, 03 Aug 2007 10:40:00 EST</pubDate></item><item><title><![CDATA[Winners of the N+ level design contest announced]]></title><link>http://www.joystiq.com/2007/07/09/winners-of-the-n-level-design-contest-announced/</link><guid isPermaLink="true">http://www.joystiq.com/2007/07/09/winners-of-the-n-level-design-contest-announced/</guid><comments>http://www.joystiq.com/2007/07/09/winners-of-the-n-level-design-contest-announced/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ds/" rel="tag">Nintendo DS</a>, <a href="http://www.joystiq.com/category/psp/" rel="tag">Sony PSP</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/adventure/" rel="tag">Adventure</a>, <a href="http://www.joystiq.com/category/casual/" rel="tag">Casual</a></p><div align="center"><a href="http://www.metanetsoftware.com/sublime/"><img vspace="4" hspace="4" border="0" align="middle" src="http://www.blogcdn.com/www.joystiq.com/media/2007/07/nplus.jpg" alt="" /></a><br /></div>
After the indie platformer <em>N</em> was <a href="http://www.joystiq.com/2007/05/24/ninja-based-indie-platformer-coming-to-psp/">announced for Xbox Live Arcade, PSP, and DS</a> (known as <em>N+</em>), a level design competition was launched to <a href="http://www.joystiq.com/2007/06/06/n-level-creation-competition-is-on/">tap the collective creativity of the <em>N</em> community</a>. Special versions of the <em>N</em> editor (Ned) were released and levels are specific to each platform, meaning even the biggest <em>N</em> fans would, in theory, have to buy all three versions of <em>N+</em> to play every single level. Over 80 new levels were chosen from the submissions, and each one is listed with a full screenshot on the SUBLiME web page.<br /><br />And for those of us too cheap/lazy to wait for and buy <em>N+</em>, the original <em>N</em> is still <a href="http://www.harveycartel.org/metanet/n.html">available for free</a>, complete with editor and hundreds of custom levels to play.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/07/09/winners-of-the-n-level-design-contest-announced/">Winners of the N+ level design contest announced</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 09 Jul 2007 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.metanetsoftware.com/sublime/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/07/09/winners-of-the-n-level-design-contest-announced/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/936151/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/07/09/winners-of-the-n-level-design-contest-announced/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ds</category><category>free</category><category>freeware</category><category>independent</category><category>indie</category><category>metanetsoftware</category><category>n</category><category>physics</category><category>platformer</category><category>psp</category><category>xbla</category><dc:creator><![CDATA[John Bardinelli]]></dc:creator><pubDate>Mon, 09 Jul 2007 15:00:00 EST</pubDate></item><item><title><![CDATA[Penumbra indie horror adventure makes its 'Overture']]></title><link>http://www.joystiq.com/2007/03/09/penumbra-indie-horror-adventure-makes-its-overture/</link><guid isPermaLink="true">http://www.joystiq.com/2007/03/09/penumbra-indie-horror-adventure-makes-its-overture/</guid><comments>http://www.joystiq.com/2007/03/09/penumbra-indie-horror-adventure-makes-its-overture/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/adventure/" rel="tag">Adventure</a></p><div align="center"><a href="http://www.penumbra-overture.com/game.htm"><em><img vspace="4" hspace="4" border="0" align="middle" src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/penumbra.jpg" alt="" /></em></a><br /></div>
<a href="http://frictionalgames.com/penumbra/"><em>Penumbra</em></a> is a 3D horror game by <a href="http://frictionalgames.com/">Frictional Games</a> created to show off the studio's proprietary physics engine. It plays like a <em><a href="http://www.joystiq.com/2007/02/20/former-clover-members-now-working-on-resident-evil-5-new-wii-ga/">Resident Evil</a></em> meets <em>Half-Life 2</em> mashup -- which is reason enough to give it a try -- but also offers something new in the realm of interactivity. Almost every object you see can be moved, carried, and used. If you can't reach the vent on the ceiling, try piling some junk on the floor to stand on. Steam blocking your path? Cover the open pipe with whatever's lying around. Set in an abandoned factory, <em>Penumbra</em> provides a deliciously dark, spooky atmosphere filled with mystery. The indie gaming community ate up the initial offering, so Frictional Games immediately began work on a commercial-sized helping.<br /><br />The demo for <a href="http://penumbra-overture.com/"><em>Penumbra: Overture</em></a> has finally been released. Three episodes are planned over the next year with the first installment hitting March 30 for $19.99. In addition to a longer adventure, <em>Overture</em> promises even better visuals (which were excellent to begin with) and deeper interaction with the game environment. A combat system is also in place, though the focus is on solving environmental puzzles, not shredding baddies.<br /><br />[Via <a href="http://indygamer.blogspot.com/2007/03/penumbra-overture-demo.html">Independent Gaming</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/03/09/penumbra-indie-horror-adventure-makes-its-overture/">Penumbra indie horror adventure makes its 'Overture'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 09 Mar 2007 12:27:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.penumbra-overture.com/game.htm>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/09/penumbra-indie-horror-adventure-makes-its-overture/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/849217/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/09/penumbra-indie-horror-adventure-makes-its-overture/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3D</category><category>adventure</category><category>FPS</category><category>horror</category><category>independent</category><category>indie</category><category>PC</category><category>physics</category><dc:creator><![CDATA[John Bardinelli]]></dc:creator><pubDate>Fri, 09 Mar 2007 12:27:00 EST</pubDate></item><item><title><![CDATA[Clowns falling down stairs: the ultimate physics game]]></title><link>http://www.joystiq.com/2007/03/07/clowns-falling-down-stairs-the-ultimate-physics-game/</link><guid isPermaLink="true">http://www.joystiq.com/2007/03/07/clowns-falling-down-stairs-the-ultimate-physics-game/</guid><comments>http://www.joystiq.com/2007/03/07/clowns-falling-down-stairs-the-ultimate-physics-game/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/gdc/" rel="tag">GDC</a></p><img vspace="4" hspace="4" border="0" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/pudgyclown.jpg" alt="" />Yesterday, in his talk at the Independent Games Summit, Matthew Wegner beat up clowns. To be specific, he showed a physics sim clip of a dozen full-costumed clown ragdolls tumbling helplessly down a spiral staircase. Wegner, head of the physics game site <a href="http://www.fun-motion.com/">Fun-Motion</a>, called clowns falling down stairs "the ultimate physics game." Why? Because it's a lot easier to identify with clowns in peril then, let's say, a bunch of shapes. Besides, it's just hilarious. Later on, Wegner also showed a sim of a few hundred cows falling through a mess of painful looking barriers. Also very excellent.<br /><br />The thing that Wegner didn't mention though is what's up with all this sadism? Physics games are definitely fun, but what's most fun is destroying stuff--clowns, cows, ragdoll fighters, whatever. So why the connection? Regardless, if I were a clown at GDC right now, I would probably be in hiding.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/03/07/clowns-falling-down-stairs-the-ultimate-physics-game/">Clowns falling down stairs: the ultimate physics game</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 07 Mar 2007 18:23:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2007/03/07/clowns-falling-down-stairs-the-ultimate-physics-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/847629/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/07/clowns-falling-down-stairs-the-ultimate-physics-game/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Clowns</category><category>GDC</category><category>GDC07</category><category>physics</category><dc:creator><![CDATA[Bonnie Ruberg]]></dc:creator><pubDate>Wed, 07 Mar 2007 18:23:00 EST</pubDate></item><item><title><![CDATA[Tower of Goo evolves into World of Goo, 2D Boy is born]]></title><link>http://www.joystiq.com/2007/03/05/tower-of-goo-evolves-into-world-of-goo-2d-boy-is-born/</link><guid isPermaLink="true">http://www.joystiq.com/2007/03/05/tower-of-goo-evolves-into-world-of-goo-2d-boy-is-born/</guid><comments>http://www.joystiq.com/2007/03/05/tower-of-goo-evolves-into-world-of-goo-2d-boy-is-born/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/puzzle/" rel="tag">Puzzle</a></p><a href="http://www.2dboy.com/"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2007/03/towerofgoo.jpg" alt="" /></a>The <a href="http://www.joystiq.com/2005/10/27/tips-and-tricks-on-how-to-make-a-game-in-7-days/">Experimental Gameplay Project</a> has produced a number of crazy, unique, and surreal games, such as <em><a href="http://www.experimentalgameplay.com/game.php?g=5">On a Rainy Day</a></em>, <em><a href="http://www.experimentalgameplay.com/game.php?g=4">Attack of the Killer Swarm</a></em>, and probably the most famous, <em><a href="http://www.experimentalgameplay.com/game.php?g=17">Tower of Goo</a></em>. Recently project founder Kyle Gabler stepped up with buddy Ron Carmel to start a brand new indie game studio, <a href="http://www.2dboy.com/">2D Boy</a>. The bubbly had barely been popped when they announced their first project, <em><a href="http://www.worldofgoo.com/">World of Goo</a></em>.<br /><br />What is <em>World of Goo</em>? According to the 2D Boy website, "it is extremely mysterious." Let's go out on a limb and say it will be a lot like <em>Tower of Goo</em> but inflated to full-game proportions.<br /><br />[Via <a href="http://indygamer.blogspot.com/2007/03/world-of-goo.html">Independent Gaming</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/03/05/tower-of-goo-evolves-into-world-of-goo-2d-boy-is-born/">Tower of Goo evolves into World of Goo, 2D Boy is born</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 05 Mar 2007 23:25:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.2dboy.com/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/05/tower-of-goo-evolves-into-world-of-goo-2d-boy-is-born/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/845979/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/03/05/tower-of-goo-evolves-into-world-of-goo-2d-boy-is-born/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>casual</category><category>experimentalgameplay</category><category>independent</category><category>indie</category><category>PC</category><category>physics</category><category>puzzle</category><category>simple</category><dc:creator><![CDATA[John Bardinelli]]></dc:creator><pubDate>Mon, 05 Mar 2007 23:25:00 EST</pubDate></item><item><title><![CDATA[New Havok release supports PS3]]></title><link>http://www.joystiq.com/2007/01/25/new-havok-release-supports-ps3/</link><guid isPermaLink="true">http://www.joystiq.com/2007/01/25/new-havok-release-supports-ps3/</guid><comments>http://www.joystiq.com/2007/01/25/new-havok-release-supports-ps3/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a></p><a href="http://www.gamersreports.com/news/4863/havok-4-5-announced-ps3-now-supported/"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2007/01/half_life_2_crates.jpg" /></a>Havok has officially <a href="http://www.gamersreports.com/news/4863/havok-4-5-announced-ps3-now-supported/">unleashed</a> <em>Havok 4.5</em>, the latest version of their comprehensive animation and physics toolset for developers. The update adds full optimization for the PS3 and its Cell architecture, and is derived from Havok's cooperation with Evolution Studios in the construction of <em>Motorstorm</em>'s physics system. Upcoming games utilizing the 4.5 variant are expected to handle <em>Havok</em> instructions between five and ten times faster than the previous release.<br /><br />"<span name="KonaBody"><em>Havok 4.5</em>'s ability to allow developers to massively scale game content will make it possible to develop even more compelling, realistic and complex worlds that harness the full power of new generation architectures," says Havok's David O'Meara. Though the emphasis remains on crafting "realistic" worlds, one might also consider the impact that robust physics and animation have on "unrealistic", fantasy games. When objects and clothing behave as you expect them to, it can lend even the most unusual world a sense of believability and cohesion. It's not all sliding crates and rolling barrels, you know.<br /></span><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/01/25/new-havok-release-supports-ps3/">New Havok release supports PS3</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 25 Jan 2007 20:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamersreports.com/news/4863/havok-4-5-announced-ps3-now-supported/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/01/25/new-havok-release-supports-ps3/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/742633/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/01/25/new-havok-release-supports-ps3/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>animation</category><category>Half-Life 2</category><category>Half-life2</category><category>Havok</category><category>Motorstorm</category><category>physics</category><category>PS3</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Thu, 25 Jan 2007 20:45:00 EST</pubDate></item><item><title><![CDATA[Havok to power Fable 2 physics &amp; animation]]></title><link>http://www.joystiq.com/2006/12/12/havok-to-power-fable-2-physics-and-animation/</link><guid isPermaLink="true">http://www.joystiq.com/2006/12/12/havok-to-power-fable-2-physics-and-animation/</guid><comments>http://www.joystiq.com/2006/12/12/havok-to-power-fable-2-physics-and-animation/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/adventure/" rel="tag">Adventure</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a></p><a href="http://www.havok.com/content/view/443/53/"><img vspace="4" hspace="4" border="0" align="right" alt="Fable 2" id="vimage_1" src="http://www.blogcdn.com/www.joystiq.com/media/2006/12/fable2evilpose.jpg" /></a>Havok announced today that Molyneux and company have licensed Havok Complete for <em>Fable 2</em>. 'Complete' rolls Havok Physics and Havok Animation into one integrated package.<br /><br />As Molyneux iterated, relying on Havok allows Lionhead developers to focus on the team's lofty aspirations, most-simply defined as dynamic regions, unconditional love, wealth accumulation, constrained combat, and an as of yet undisclosed uber-feature. As with the original <em>Fable</em>, at this stage it's hard to distinguish fantasy from reality (what gameplay elements will and won't make it into <em>Fable 2's</em> final release). But there is now at least one certainty: ragdolls.<br /><br />[Via <a target="_blank" href="http://www.1up.com/do/newsStory?cId=3155848">1UP</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/12/12/havok-to-power-fable-2-physics-and-animation/">Havok to power Fable 2 physics &amp; animation</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 12 Dec 2006 19:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.havok.com/content/view/443/53/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/12/12/havok-to-power-fable-2-physics-and-animation/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/717584/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/12/12/havok-to-power-fable-2-physics-and-animation/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Animation</category><category>Fable</category><category>Fable 2</category><category>Fable2</category><category>Havok</category><category>Havok Complete</category><category>HavokComplete</category><category>Lionhead</category><category>Lionhead-Studios</category><category>Peter Molyneux</category><category>PeterMolyneux</category><category>Physics</category><category>Ragdoll</category><category>Sequel</category><category>Xbox-360</category><dc:creator><![CDATA[James Ransom-Wiley]]></dc:creator><pubDate>Tue, 12 Dec 2006 19:15:00 EST</pubDate></item><item><title><![CDATA[Physics acceleration: hot or not?]]></title><link>http://www.joystiq.com/2006/05/01/physics-acceleration-hot-or-not/</link><guid isPermaLink="true">http://www.joystiq.com/2006/05/01/physics-acceleration-hot-or-not/</guid><comments>http://www.joystiq.com/2006/05/01/physics-acceleration-hot-or-not/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/peripherals/" rel="tag">Peripherals</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><ahref="http://today.reuters.com/news/articlenews.aspx?type=technologyNews&amp;storyid=2006-04-28T180834Z_01_N25174222_RTRUKOC_0_US-GAMES-PHYSICS.xml"><imgvspace="4" hspace="4" border="1" align="right" src="http://www.joystiq.com/media/2006/05/010506-physx.jpg" alt=""/></a>Physics is becoming the new buzzword when it comes to hyped-up hardware. Ageia's <ahref="http://www.joystiq.com/2006/03/25/ageia-physx-card-makes-explosions-look-pretty/">PhysX processor</a> has beentouted as an important step forward -- the add-in card, which is already available in Alienware's machines, goes onsale this month, though it will be some time before the games which support it are released.<br /><br />However, Ageiahasn't sewn up the market. NVidia is also getting on the bandwagon by supporting Havok (<ahref="http://www.gamasutra.com/php-bin/news_index.php?story=8583">as announced at GDC</a>). Ageia claim that their cardcan generate more objects than a high-end graphics rig can cope with, so it will be interesting to see how a dedicatedgraphics card handles the task of physics too. <br /><br />Microsoft is jumping in the fray as well -- not much isknown about <ahref="http://members.microsoft.com/careers/search/details.aspx?JobID=6b94ac4f-0627-4851-8e6a-633186d96261">DirectPhysics</a>,but if <a href="http://theinquirer.net/?article=31385">history repeats itself</a> then a firm hand from Microsoft coulddo the hyperbolic world of physics accelerators a world of good. Ultimately, physics acceleration has a lot ofpotential, but the cost of an additional card is off-putting; as more emerges about the alternatives to PhysX, it'll beeasier to make an informed decision.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/05/01/physics-acceleration-hot-or-not/">Physics acceleration: hot or not?</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 01 May 2006 23:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://today.reuters.com/news/articlenews.aspx?type=technologyNews&amp;storyid=2006-04-28T180834Z_01_N25174222_RTRUKOC_0_US-GAMES-PHYSICS.xml>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/05/01/physics-acceleration-hot-or-not/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/613882/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/05/01/physics-acceleration-hot-or-not/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>acceleration</category><category>ageia</category><category>cards</category><category>hardware</category><category>microsoft</category><category>nvidia</category><category>PC</category><category>physics</category><category>physx</category><category>technology</category><dc:creator><![CDATA[Jennie Lees]]></dc:creator><pubDate>Mon, 01 May 2006 23:00:00 EST</pubDate></item></channel></rss>