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<oembed><version>1.0</version><provider_name>The Escapist</provider_name><provider_url>https://www.escapistmagazine.com</provider_url><author_name>Ben "Yahtzee" Croshaw Legacy Author</author_name><author_url>https://www.escapistmagazine.com/author/yahtzeecroshaw/</author_url><title>Time for Gaming's Physical - The Escapist</title><type>rich</type><width>600</width><height>338</height><html>&lt;blockquote class="wp-embedded-content" data-secret="yh3hc0Ndo6"&gt;&lt;a href="https://www.escapistmagazine.com/time-for-gamings-physical/"&gt;Time for Gaming&#x2019;s Physical&lt;/a&gt;&lt;/blockquote&gt;&lt;iframe sandbox="allow-scripts" security="restricted" src="https://www.escapistmagazine.com/time-for-gamings-physical/embed/#?secret=yh3hc0Ndo6" width="600" height="338" title="&#x201C;Time for Gaming&#x2019;s Physical&#x201D; &#x2014; The Escapist" data-secret="yh3hc0Ndo6" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" class="wp-embedded-content"&gt;&lt;/iframe&gt;&lt;script type="text/javascript"&gt;
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</html><description>Physics seem to be a permanent mainstay in today&#x2019;s games, as indeed they always have been for basically the entire universe, and it&#x2019;s a rare game indeed nowadays that isn&#x2019;t obligated to paste the Havok logo on the end of the credits. And this is no bad thing. I can still remember full 3D games whose token acknowledgement of physics was that crates would move straight downwards unless any point of their model was on top of anything solid. So in games like Thief you could build a staircase of crates all balanced on the very lip of the crate [&hellip;]</description><thumbnail_url>http://cdn.themis-media.com/media/global/images/galleries/display/65/65537.jpg</thumbnail_url></oembed>
