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  2. Redline (2006 video game) - Wikipedia

    en.wikipedia.org/wiki/Redline_(2006_video_game)

    Redline is a video game for Mac OS X developed by Jonas Echterhoff and published by Ambrosia Software. The game's primary features are its ability to simulate actual racing physics, online play, and support for the addition of third party content via plug-ins. The combination of these features have attracted numerous players and led to the ...

  3. IncrediBots - Wikipedia

    en.wikipedia.org/wiki/Incredibots

    IncrediBots is a series of physics simulation games produced by Canadian studio Grubby Games, and was later purchased by Big Fish Games. It uses the Box2D physics engine, [1] which allows two-dimensional objects to interact realistically in a two-dimensional space.

  4. Bruce Woodcock (computer games analyst) - Wikipedia

    en.wikipedia.org/wiki/Bruce_Woodcock_(computer...

    With the advent of the MMOGs, Chron X and Ultima Online in 1997, Woodcock became a player and beta-tester for this genre of game. He invested in and joined the board of directors for Playnet and their game World War II Online , and in August 2002, began his research, reporting, and tracking of MMOG subscription numbers, which has become a ...

  5. Box2D - Wikipedia

    en.wikipedia.org/wiki/Box2D

    It has been used in Crayon Physics Deluxe, Limbo, Rolando, Incredibots, Angry Birds, Tiny Wings, Shovel Knight, Transformice, Happy Wheels, [3] and many online Flash games, [4] as well as iPhone, iPad and Android games using the Cocos2d or Moscrif game engine and Corona framework. It has also been used in the Unity game engine.

  6. OE-Cake! - Wikipedia

    en.wikipedia.org/wiki/OE-Cake!

    OE-Cake, OE-CAKE! or OE Cake is a 2D fluid physics sandbox application used to demonstrate the multi-physics simulation of the Octave Engine created by Prometech Software Inc. It was one of the first engines with the ability to realistically process water and other materials in real-time.

  7. Racetrack (game) - Wikipedia

    en.wikipedia.org/wiki/Racetrack_(game)

    The rules for the game, and a sample track game was published by Martin Gardner in January 1973 in his "Mathematical Games" column in Scientific American; [1] and it was again described in Car and Driver magazine, in August 1973, page 65. Today, the game is used by math and physics teachers around the world when teaching vectors and kinematics ...

  8. Live for Speed - Wikipedia

    en.wikipedia.org/wiki/Live_for_Speed

    The original Live for Speed was a nominee for PC Gamer US ' s 2003 "Best Racing Game" award, which ultimately went to NASCAR Racing 2003 Season. A writer for the magazine called Live for Speed evidence that "accurate driving physics and fun, accessible racing action can co-exist in the same game". [27]

  9. Newton Game Dynamics - Wikipedia

    en.wikipedia.org/wiki/Newton_Game_Dynamics

    Newton Game Dynamics is an open-source [2] physics engine for realistically simulating rigid bodies in games and other real-time applications. Its solver is deterministic and not based on traditional LCP or iterative methods. Newton Game Dynamics is actively developed by Julio Jerez.