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    <description>recent bookmarks from DirkSonguer</description>
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    <title>Programming the Quantum Future | August 2015 | Communications of the ACM</title>
    <dc:date>2015-08-26T05:00:06+00:00</dc:date>
    <link>http://m.cacm.acm.org/magazines/2015/8/189851-programming-the-quantum-future/fulltext</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The earliest computers, like the ENIAC, were rare and heroically difficult to program. That difficulty stemmed from the requirement that algorithms be expressed in a "vocabulary" suited to the particular hardware available, ranging from function tables for the ENIAC to more conventional arithmetic and movement operations on later machines. Introduction of symbolic programming languages, exemplified by FORTRAN, solved a major difficulty for the next generation of computing devices by enabling specification of an algorithm in a form more suitable for human understanding, then translating this specification to a form executable by the machine. The "programming language" used for such specification bridged a semantic gap between the human and the computing device. It provided two important features: high-level abstractions, taking care of automated bookkeeping, and modularity, making it easier to reason about sub-parts of programs.]]></description>
<dc:subject>physics programming quantum</dc:subject>
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    <title>[untitled]</title>
    <dc:date>2015-08-20T20:39:16+00:00</dc:date>
    <link>http://phors.locost7.info/files/Beckman_-_The_Physics_of_Racing.pdf</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The "Physics of Racing" is a set of free articles. This means that you are granted a perpetual, transferable, royalty-free license to copy, print, distribute, reformat, host and post the articles in any form, electronic or other. You are asked only that you (1) do not change the content or attribution (that is, the author's name) (2) do not charge money for copies in any form (3) do not restrict the ability or rights of others to copy these articles freely. ]]></description>
<dc:subject>racing games physics</dc:subject>
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    <title>Toribash - Violence Perfected - A physics based fighting game.</title>
    <dc:date>2012-06-20T12:49:26+00:00</dc:date>
    <link>http://www.toribash.com/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Toribash is an innovative fighting game based on the physics sandbox model where YOU design the moves! Join us today, and pit your skills against other players all over the world.

Earn Toricredits by winning matches, then customize your character in the store! Trade items with other players. Win prizes in weekly tournaments. Climb the rankings. Earn your own Black belt. Better still: be one of the few who make it to 10th Dan!

Toribash is Addictive! Try Wushu, Sumo, Kick Boxing, Sambo, Swords, Judo and more. Create fighting movies and post them on YouTube. Watch other players fight. Chat with them. Defeat them!

Most of all: IT'S FREEWARE!]]></description>
<dc:subject>freeware game games physics multiplayer</dc:subject>
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    <title>Sonic Physics Guide - Sonic Retro</title>
    <dc:date>2012-01-23T07:35:33+00:00</dc:date>
    <link>http://info.sonicretro.org/Sonic_Physics_Guide?v=0</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[ROM Hacks make the process of developing a functional Sonic game with unique art, enemies, and modifications much easier, since the game engine and basic mechanics are already functional. However, if the game requires a different game engine, modifying existing low-level assembly may be inappropriate, and some game designers might choose to program their own unique game engine. The physics of a game engine are rules that describe how to transform the player's input (either in the form of buttons, keyboard, or even a mouse if the designer feels inclined) into appropriate changes in the position of the sprites in the game (such as the Sonic sprite, or alternatively, how enemy sprites will respond). These physics guides will hopefully make the process of simulating the rules used in Sonic games easier.

Since the rules themselves are independent of how they are implemented, many people choose programming languages such as Java, C, C++, Python, or a Lisp dialect to implement game physics. In addition, people can choose to use more specialized applications like Flash, Game Maker, or a Clickteam program like Multimedia Fusion 2.

Hopefully, these guides will provide adequate information to facilitate implementation.]]></description>
<dc:subject>gamedev games physics sonic development z3</dc:subject>
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    <title>Alpha Centauri - Space Night</title>
    <dc:date>2008-10-29T16:35:06+00:00</dc:date>
    <link>https://www.br.de/fernsehen/ard-alpha/sendungen/alpha-centauri/index.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Gibt es Außerirdische? Wie dünn war die Ursuppe? Und wie sieht eigentlich die Zukunft des Universums aus? Manchmal wissen nur Experten wie der Astrophysiker Harald Lesch weiter
]]></description>
<dc:subject>german video astronomy physics lectures</dc:subject>
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