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By David on January 16th, 2008
I managed to combine my Wolfire work with Swarthmore class work by improving my physics engine and creating a small web page about how it works. You can find it here if you are interested; it has screenshots and videos of it in action.

AWSOME!, AN UPDATE!!!
Woot! 1st comment too!
Yay an update! And on my favourite subject also, I hope you can keep it up! Don’t feel any pressure though, I know you got things to do ;-)….
(feel pressure rly…)
/joke

For a while i thought lugaru 2 was DEAD, but i guess not! I LOVE YOU DAVID!!
Finally we get a new update on Lugaru 2!
Keep up the great work.
I played the Lugaru demo and it was awesome… I can’t wait for the second one… maybe I’ll be able to get some money and buy it lol… I mean.. multiplayer is really a big thing for me… I hope it betas or something sometime soon
I think I see some connections here, between the existing system in Lugaru 2 and the new work.
So far your system is already superior to just about any game out there, and you’re, like, not even done yet? Haha, awesome. =D
Wow David that is awesome, I can’t wait to see ragdolls that don’t have infinite floppy feet like Bioshock! The procedural animation sounds amazing, Turner is going to look pretty damn sick when somebody tries pushing him over!
This is gonna be one of the best games ever, I’m gonna buy this one for sure! This is one of the two games I have dreamt of for years.
I don’t know what that means, but that’s fine w/ me!
Awesome, i hope to see more soon! =D
[...] DR: My experience now is very different from Lugaru. I finished Lugaru just before I started college, and I started on Overgrowth immediately after, so now my big challenge is to unlearn a lot of the technical programming lessons from college, and to loosen up a bit so I can get back into practical development. In college, it was really important that my code was nice and pretty so I could write papers about it and my professors could read it and give me good grades, but now I am learning once more to focus on results. The players don’t look at the code, they look at the screen! I somehow managed to twist all of my college coding projects to be about games, so my final projects were about things like 3D acoustics, intersection detail, and creating point-constraint physics engines. [...]