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	<title>Comments on: What makes videogames tie in with physics?</title>
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		<title>By: Thomas B</title>
		<link>http://free-games-downloads-games.com/engineering/what-makes-videogames-tie-in-with-physics/comment-page-1/#comment-191</link>
		<dc:creator>Thomas B</dc:creator>
		<pubDate>Mon, 04 Jan 2010 23:42:38 +0000</pubDate>
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		<description>&lt;a href=&quot;&quot;&gt;Chad&lt;/a&gt;


I&#039;d go in the direction of video games and the physics engines that they have. The physics engines are created by the game designers to help make the game realistic. They tell the game how high you can jump, how fast you fall, how fast you run, and other things like that.
Halo isn&#039;t a great example because the weapon choice deosn&#039;t really affect the movement. A great example is one of the classics, Counter-Strike. Any experienced game knew that it was important to keep your knife becaue you could run accross the map holding your knife before another gamer, holding a heavy gun, could run halfway across the map.

But if you want to go a different way with circuts and electronics and programing, you can do that. I just suggest doing something else. Something that might allow you to play the game in class.</description>
		<content:encoded><![CDATA[<p><a href="">Chad</a></p>
<p>I&#8217;d go in the direction of video games and the physics engines that they have. The physics engines are created by the game designers to help make the game realistic. They tell the game how high you can jump, how fast you fall, how fast you run, and other things like that.<br />
Halo isn&#8217;t a great example because the weapon choice deosn&#8217;t really affect the movement. A great example is one of the classics, Counter-Strike. Any experienced game knew that it was important to keep your knife becaue you could run accross the map holding your knife before another gamer, holding a heavy gun, could run halfway across the map.</p>
<p>But if you want to go a different way with circuts and electronics and programing, you can do that. I just suggest doing something else. Something that might allow you to play the game in class.</p>
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		<title>By: Looking at an Infiniti</title>
		<link>http://free-games-downloads-games.com/engineering/what-makes-videogames-tie-in-with-physics/comment-page-1/#comment-190</link>
		<dc:creator>Looking at an Infiniti</dc:creator>
		<pubDate>Mon, 04 Jan 2010 11:28:22 +0000</pubDate>
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		<description>&lt;a href=&quot;&quot;&gt;Bertha&lt;/a&gt;


Video games tie in with physics in so many ways, I don&#039;t even know where to begin.  Utilization of circuits in the gaming system is one item you can discuss.  If you want to get creative, you may want to demonstrate how the laws of physics work and don&#039;t work with the specific game that you are demoing.

For example, for Halo, you may display that the weight of a gun and the speed at which the person moves is or is not possible.  What you can discuss here is virtually limitless.</description>
		<content:encoded><![CDATA[<p><a href="">Bertha</a></p>
<p>Video games tie in with physics in so many ways, I don&#8217;t even know where to begin.  Utilization of circuits in the gaming system is one item you can discuss.  If you want to get creative, you may want to demonstrate how the laws of physics work and don&#8217;t work with the specific game that you are demoing.</p>
<p>For example, for Halo, you may display that the weight of a gun and the speed at which the person moves is or is not possible.  What you can discuss here is virtually limitless.</p>
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