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	<title>Real-Time Physics Simulation Forum</title>
	
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	<updated>2006-01-30T18:22:11+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
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		<entry>
		<author><name><![CDATA[Erwin Coumans]]></name></author>
		<updated>2006-01-30T18:22:11+00:00</updated>

		<published>2006-01-30T18:22:11+00:00</published>
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		<title type="html"><![CDATA[Havok GPU Physics at GDC 2006]]></title>

		
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Looks like we finally get to see some gpgpu physics: <br><br><a href="http://www.cmpevents.com/GD06/a.asp?option=C&amp;V=11&amp;SessID=2113" class="postlink">http://www.cmpevents.com/GD06/a.asp?opt ... essID=2113</a> <br><br>Havok FX・ GPU-accelerated Physics for PC Games <br>Speaker: Andrew Bond <br>Date/Time: Thursday (March 23, 2006) 4:00pm ? 5:00pm <br>Track: Game Design <br>Format: 60-minute Sponsored Session <br>Experience Level: Intermediate <br><br>Session Description <br>This session introduces Havok' latest innovation for game physics: Havok FX・- enabling real-time processing of thousands of rigid-body objects on current and next generation GPUs. Havok' general approach to GPU Effects Physics will be covered, as well as tool-chain requirements and trade-offs with game-critical, game-play physics processing on the CPU.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2">Erwin Coumans</a> — Mon Jan 30, 2006 6:22 pm</p><hr />
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