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    <title>newton on Sascha Willems</title>
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    <description>Recent content in newton on Sascha Willems</description>
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    <item>
      <title>Newton 2.35 (beta) headers uploaded</title>
      <link>https://www.saschawillems.de/blog/2012/02/14/newton-2.35-beta-headers-uploaded/</link>
      <pubDate>Tue, 14 Feb 2012 21:17:52 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2012/02/14/newton-2.35-beta-headers-uploaded/</guid>
      <description>I&amp;rsquo;ve just got note that version 2.35 of the Newton Game Dynamics engine has been released, which is mainly a bugfix release as Julio is already working on a 3.00 release with lots of new features. And though I hardly get any time to do some coding I just took the time and updated the headers to the latest 2.35 (beta) release. As usual, you can grab them here.</description>
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    <item>
      <title>Three new newton demos with source</title>
      <link>https://www.saschawillems.de/blog/2011/04/07/three-new-newton-demos-with-source/</link>
      <pubDate>Thu, 07 Apr 2011 11:23:23 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2011/04/07/three-new-newton-demos-with-source/</guid>
      <description>While answering some questions concerning physics implementation to the man behind Tower22 (a survival-horror game under development with Delphi) I created a few new newton demos demonstrating several different things you might need in a game, demo 07 shows how to implement simple explosions (though for a real game you&amp;rsquo;d need to add some stuff like raycasting etc.), demo 08 shows how to use the contact process callback to play sounds depending on the impact of a collision (can be used to spawn particles, do damage calculations, etc.</description>
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    <item>
      <title>Newton 2.33 (beta) headers uploaded</title>
      <link>https://www.saschawillems.de/blog/2011/04/04/newton-2.33-beta-headers-uploaded/</link>
      <pubDate>Mon, 04 Apr 2011 11:51:13 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2011/04/04/newton-2.33-beta-headers-uploaded/</guid>
      <description>I just updated the Delphi/Freepascal headers for the Newton Game Dynamics engine to the latest release, 2.33 (beta). Grab them here. The latest release of the compiled SDK for newton can be downloaded here.
The latest version of NGD added a new interesting feature, destruction. Julio (the man behind NGD) has uploaded a video of this new feature over here. As usual I don&amp;rsquo;t have that much time for coding, but I plan to upload a destruction demo (with soource) for Delphi/Freepascal at some point, but I can&amp;rsquo;t tell when.</description>
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    <item>
      <title>Newton SDL developer demos updated (to SDK 2.32)</title>
      <link>https://www.saschawillems.de/blog/2011/03/01/newton-sdl-developer-demos-updated-to-sdk-2.32/</link>
      <pubDate>Tue, 01 Mar 2011 16:15:42 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2011/03/01/newton-sdl-developer-demos-updated-to-sdk-2.32/</guid>
      <description>Just a quick note that I finally got around updating the SDL developer demos for the Newton Game Dynamics Engine to the latest 2.32 release of the SDK. Also note that I also uploaded the character controller demo for NGD 2.32 (I haven&amp;rsquo;t updated this one to 2.x up until now), and also note that it&amp;rsquo;s &amp;ldquo;just&amp;rdquo; an update of the version for 1.53 and that it does NOT use the integrated character controller of the Newton Game Dynamics SDK.</description>
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    <item>
      <title>Newton Game Dynamics Engine goes Open-Source</title>
      <link>https://www.saschawillems.de/blog/2011/02/22/newton-game-dynamics-engine-goes-open-source/</link>
      <pubDate>Tue, 22 Feb 2011 18:13:04 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2011/02/22/newton-game-dynamics-engine-goes-open-source/</guid>
      <description>Time flies by, already march and still this is my first posting for 2011. I&amp;rsquo;m pretty busy outside of coding, but rest assured, I&amp;rsquo;ll have some new info on &amp;ldquo;Phase 2&amp;rdquo; soon. But still this news item is a great one, as the Newton Game Dynamics realtime physics engine recently went open source (under the zlib license), with both branches of the code, 2.xx and 3.xx now available online. As you may now this has been my (free) physics engine of choice for years now (used in several games like Jagdgeschwader, Newton Playground, tech demos etc.</description>
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    <item>
      <title>Newton 2.26 (beta) headers uploaded</title>
      <link>https://www.saschawillems.de/blog/2010/12/06/newton-2.26-beta-headers-uploaded/</link>
      <pubDate>Mon, 06 Dec 2010 11:07:42 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2010/12/06/newton-2.26-beta-headers-uploaded/</guid>
      <description>I&amp;rsquo;ve just uploaded updated header versions for the latest beta of the Newton Game Dynamics Engine, namely 2.26. This new versions adds severel new functions and procedures, but no changes within the joint library. You can grab the updated headers over here. As usual they should work with Free Pascal and Delphi (tested both under windows) and should also work under linux, though I don&amp;rsquo;t test them there.
Note : A user over at the newton forums pointed me to some small errors in the current header.</description>
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    <item>
      <title>First dungeon crawler prototype (HD Video)</title>
      <link>https://www.saschawillems.de/blog/2010/02/26/first-dungeon-crawler-prototype-hd-video/</link>
      <pubDate>Fri, 26 Feb 2010 16:48:23 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2010/02/26/first-dungeon-crawler-prototype-hd-video/</guid>
      <description>Although it took me longer than expected I recently got a first prototype of a dungeon crawler, based on my recenlty published random dungeon article, polished up far enough to show it to the public. Actually one of the biggest issue holding it back were the textures. It uses parallax (bump) mapping for giving flat surfaces a realsitic 3D look (it&amp;rsquo;s pretty much an extension to bump mapping), and for that technique you not only need a color map and a normal map but also a heightmap for each texture.</description>
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    <item>
      <title>Newton SDL demos updated to 2.16</title>
      <link>https://www.saschawillems.de/blog/2010/01/31/newton-sdl-demos-updated-to-2.16/</link>
      <pubDate>Sun, 31 Jan 2010 13:39:42 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2010/01/31/newton-sdl-demos-updated-to-2.16/</guid>
      <description>After several requests and after updating the headers, I decided to release updated sources for the SDL developer demos showcasing some of Newton&amp;rsquo;s features. Those updated demos (including sources) should be useful to both starters (to see how Newton 2.00 works) and people that already used 1.53, as there haven been some changes.
So the following demos now also have sources for Newton 2.00 : &amp;ldquo;Demo 01 - Basic demo&amp;rdquo;, &amp;ldquo;Demo 02 - Joints&amp;rdquo; and &amp;ldquo;Demo 03 - Buoyancy&amp;rdquo;.</description>
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    <item>
      <title>Newton header updated (again)</title>
      <link>https://www.saschawillems.de/blog/2009/12/31/newton-header-updated-again/</link>
      <pubDate>Thu, 31 Dec 2009 11:06:01 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2009/12/31/newton-header-updated-again/</guid>
      <description>After updating some of my projects to the recent beta of Newton **I decided to revert back to the original header format, using only one file **(NewtonImport.pas) instead of the three from the last update (which was a result of Stucuk updating the headers and splitting them in order to easily use them with his own wrapper).
So I uploaded a new package for the headers, now only containing one header (NewtonImport.</description>
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    <item>
      <title>Newton 2.15 (beta) headers uploaded</title>
      <link>https://www.saschawillems.de/blog/2009/12/29/newton-2.15-beta-headers-uploaded/</link>
      <pubDate>Tue, 29 Dec 2009 18:18:49 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2009/12/29/newton-2.15-beta-headers-uploaded/</guid>
      <description>From my lack of recent updates it should be pretty clear that I don&amp;rsquo;t have much time (or better : pretty much no time at all) for my programming stuff, so over the past few months I also had no time to release updated headers for the beta releases of the Newton Game Dynamics Engine. As of now there have been many beta releases and the current one is 2.15. In my abscence Stucuk was the one that took care of that situation and released several headers for the numerous betas of NGD.</description>
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    <item>
      <title>Newton tracked tank proof-of-concept demo released</title>
      <link>https://www.saschawillems.de/blog/2008/03/16/newton-tracked-tank-proof-of-concept-demo-released/</link>
      <pubDate>Sun, 16 Mar 2008 18:01:46 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2008/03/16/newton-tracked-tank-proof-of-concept-demo-released/</guid>
      <description>Finally, here it is : The demo of my proof-of-concept for realizing tracked vehicles (tanks) using only Newton&amp;rsquo;s material callback system. Head over here to download it (~3,6 MBytes) and please refer to the readme.txt before playing around with it. Also note that it&amp;rsquo;s possible that not all gamepads will work, if that&amp;rsquo;s the case just use the keyboard controls.</description>
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    <item>
      <title>New tracked tank video </title>
      <link>https://www.saschawillems.de/blog/2008/03/14/new-tracked-tank-video/</link>
      <pubDate>Fri, 14 Mar 2008 15:05:06 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2008/03/14/new-tracked-tank-video/</guid>
      <description>I have uploaded a new video (wmv-format, ~60 MBytes, ~5:40 mins) of the tracked tank vehicle implemented in newton. This video shows a more advanced, and almost finished version that allows you to control each track separate (using two analog sticks on my gamepad), as well as rotating the turret, which is implemented with a derived custom joint (and controlled using two neck buttons on the pad). It also allows for realistic turning when the tank is moving, something that wasn&amp;rsquo;t working in the version that the first video showed.</description>
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    <item>
      <title>Tracked tank with Newton</title>
      <link>https://www.saschawillems.de/blog/2008/03/05/tracked-tank-with-newton/</link>
      <pubDate>Wed, 05 Mar 2008 15:47:06 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2008/03/05/tracked-tank-with-newton/</guid>
      <description>Back in 2006 I tried to simulate a tracked tank in Newton using a very uncommon method. Instead of moving the tank around with forces I tried to implement an &amp;ldquo;inverted&amp;rdquo; conveyor belt material for the tracks, to achieve a more realistic movement. Sadly it didn&amp;rsquo;t work out 100% perfect back then, but recently I revisited my demo and I now got something that almost perfectly moves like a tank.</description>
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    <item>
      <title>The day(s) after</title>
      <link>https://www.saschawillems.de/blog/2006/02/07/the-days-after/</link>
      <pubDate>Tue, 07 Feb 2006 10:29:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2006/02/07/the-days-after/</guid>
      <description>The launch of NewtonPlayGround turned out to be more or less smooth. Though the people that downloaded it already found some bugs, none of them were real showstoppers (which are actually a coders nightmare). Up until now there have been 8 bugs/problems reported, with none of them being something really serious and so I already fixed all those bugs and found two more by myself (also just really small ones).</description>
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    <item>
      <title>Media Update</title>
      <link>https://www.saschawillems.de/blog/2006/01/10/media-update/</link>
      <pubDate>Tue, 10 Jan 2006 22:16:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2006/01/10/media-update/</guid>
      <description>Well, I&amp;rsquo;m still working hard on the NewtonPlayGround to get it out of the door not too long after the final bugfix release of Newton 1.5, so here is a media update to inform you on what&amp;rsquo;s up with it.
And so to show how much I did with the PlayGround, here are some screenshots : And here are the descriptions (from left to right) : Shot 1 : This is the most recent scene, and I just finished it some minutes ago.</description>
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    <item>
      <title>Bugs here, Bugs there, Bugs are everywhere</title>
      <link>https://www.saschawillems.de/blog/2006/01/07/bugs-here-bugs-there-bugs-are-everywhere/</link>
      <pubDate>Sat, 07 Jan 2006 11:02:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2006/01/07/bugs-here-bugs-there-bugs-are-everywhere/</guid>
      <description>So every programmer out there knows them and as more complex your programs get, the more likely you&amp;rsquo;ll encounter them. But what also happens is, that you often (at least when doing hobby development) don&amp;rsquo;t catch those bugs since they don&amp;rsquo;t occure to you, but only happen for other users. And especially with a complex application like the NewtonPlayGround, where there is no real limitation in what to do for the user, it&amp;rsquo;s hard to catch all those bugs.</description>
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    <item>
      <title>Newton 1.5 is finally out</title>
      <link>https://www.saschawillems.de/blog/2006/01/03/newton-1.5-is-finally-out/</link>
      <pubDate>Tue, 03 Jan 2006 16:22:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2006/01/03/newton-1.5-is-finally-out/</guid>
      <description>Yes, it&amp;rsquo;s finally out! Though it&amp;rsquo;s no longer called 1.35, but 1.5 instead due to the huge number of changes/additions. So go to the Newton Page and download it ASAP.
And then get the Delphi/Pascal headers from my Newton Subdomain. This time, it&amp;rsquo;s not only the updated header, but it also contains a translation of the custom joints that are included in the Newton SDK (see my last news post for more info on what that actually is).</description>
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    <item>
      <title>Newton&#39;s custom joint interface</title>
      <link>https://www.saschawillems.de/blog/2005/12/28/newtons-custom-joint-interface/</link>
      <pubDate>Wed, 28 Dec 2005 12:43:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2005/12/28/newtons-custom-joint-interface/</guid>
      <description>So one of the most interesting features of Newton are the so-called custom joints, which basically expose Newton&amp;rsquo;s low-level functionality for joints and allow you to create all kind of joints. In the end, this means you&amp;rsquo;re not bound to the given set of pre-defined joints (like it&amp;rsquo;s the case with other engines, even most commercial ones like Novodex) and so if you need a joint that Newton doesn&amp;rsquo;t offer you just create it yourself.</description>
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    <item>
      <title>1.35 is around the corner</title>
      <link>https://www.saschawillems.de/blog/2005/12/14/1.35-is-around-the-corner/</link>
      <pubDate>Wed, 14 Dec 2005 16:24:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2005/12/14/1.35-is-around-the-corner/</guid>
      <description>Newton 1.35 Believe it or not, but the 1.35 release of Newton is almost upon us! We SDK-developers are getting constantly updated SDKs (almost every two days or so) and it looks better and better with each SDK. The only thing that&amp;rsquo;s really left for the Newton makers is now the overhaul of the vehicle container and some tweaking and testing.
Julio (the main man behind NGD) already said that he wants to release 1.</description>
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    <item>
      <title>New Newton Beta SDK</title>
      <link>https://www.saschawillems.de/blog/2005/11/28/new-newton-beta-sdk/</link>
      <pubDate>Mon, 28 Nov 2005 15:18:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2005/11/28/new-newton-beta-sdk/</guid>
      <description>So much for the regular updates, but the last weeks have been very dull in terms of coding (did almost nothing with Delphi or any other programming language).
But this weekend we SDK-developers got another beta of the Newton 1.35-SDK to try out, so I fired up Delphi, updated the header to the recent beta-SDK and also fixed some minor bugs in the NewtonPlayGround to test it with the new SDK.</description>
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    <item>
      <title>Life goes on</title>
      <link>https://www.saschawillems.de/blog/2005/11/10/life-goes-on/</link>
      <pubDate>Thu, 10 Nov 2005 14:56:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2005/11/10/life-goes-on/</guid>
      <description>One of the bigger things that have been finished was the Direct X .X fileloader. After creating some complex objects and scenes and importing them into the PlayGround, I noticed that lighting wasn&amp;rsquo;t looking like it should and so I added a small debug-function to the X-loader for outputting the vertex normals into the vertex color to see if normals were loaded correct. And guess what? I forgot to multiply the normals by the rotation part of the meshes&amp;rsquo; matrix, which caused them to point into wrong directions.</description>
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      <title>Porting the NewtonPlayGround</title>
      <link>https://www.saschawillems.de/blog/2005/10/10/porting-the-newtonplayground/</link>
      <pubDate>Mon, 10 Oct 2005 10:27:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2005/10/10/porting-the-newtonplayground/</guid>
      <description>Porting small demos (like the SDL-Newton demos) is something trivial, but porting such a big application like the NewtonPlayGround is a rather hard and also time-consuming task, so I&amp;rsquo;ll have to put some thoughts into this before making decissions that I later on may regret. Porting it to other OS&amp;rsquo;es than Win32 was initially not on my list, but Dominique Louis pointed out that I should use SDL to start with porting, but sadly that&amp;rsquo;s not the only thing that needs to be done.</description>
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      <title>Springtime</title>
      <link>https://www.saschawillems.de/blog/2005/10/05/springtime/</link>
      <pubDate>Wed, 05 Oct 2005 15:47:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2005/10/05/springtime/</guid>
      <description>&amp;hellip;is gladly over as I prefer winter. But the title is there to describe the latest addition to the NewtonPlayGround, namely Springs. Implementing them was rather easy, and I took my informations on springforces from this article. Right now there are only unlimited springs in, but I also plan on implementing limited springs. If you&amp;rsquo;re interested, you can see a video of the newly added springs here (1.75 MBytes, WMV). Depending on how you use them they give some nice, unpredictable (at least for humans) results that make for some great fun.</description>
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      <title>Cel Shading</title>
      <link>https://www.saschawillems.de/blog/2005/10/03/cel-shading/</link>
      <pubDate>Mon, 03 Oct 2005 20:01:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2005/10/03/cel-shading/</guid>
      <description>Some time back I already did two demos on cel-shading, which is an easy to implement technique to give a whole scene a comic-like look. It&amp;rsquo;s especially good-looking on scenes that aren&amp;rsquo;t too complex and incoroprate mainly basic primitives. So I decided to put this render mode into the NewtonPlayGround : As you can see when comparing the two shots (Well, in case you didn&amp;rsquo;t realize it : the left one has cel-shading on, the right one not) cel-shading really gives that scene some unique and interesting touch.</description>
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      <title>Newton&#39;s new Vehicle Container</title>
      <link>https://www.saschawillems.de/blog/2005/09/29/newtons-new-vehicle-container/</link>
      <pubDate>Thu, 29 Sep 2005 12:13:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2005/09/29/newtons-new-vehicle-container/</guid>
      <description>It has long been promised and finally it&amp;rsquo;s gonna happen : Newton&amp;rsquo;s overhauled vehicle container is on the way. And luckily I&amp;rsquo;m an SDK developer, so I already have access to the new beta SDK and implemented it directly into my current build of the NewtonPlayGround. And with one word : awesome. The container prior to 1.35 was not only inflexible but also very hard to configure. Creating vehicles with a stiff suspension was almost impossible and getting a vehicle to react the way you wanted it to react often took hours of testing and tweaking.</description>
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      <title>NewtonPlayGround again and Dawn of War Addon</title>
      <link>https://www.saschawillems.de/blog/2005/09/23/newtonplayground-again-and-dawn-of-war-addon/</link>
      <pubDate>Fri, 23 Sep 2005 16:07:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2005/09/23/newtonplayground-again-and-dawn-of-war-addon/</guid>
      <description>So yesterday I finally finished getting motorized and limited joints to work in my NewtonPlayGround. This means that hinges and universals can now not only be motorized but they also can be limited and the motor then will change it&amp;rsquo;s direction after one of the limits is reached. This is especially interesting for creating complexer walkers which e.g. have a walk cycle. So on a quick test I put together a humanoid walker that almost walks on two legs using those motorized and limited joints.</description>
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      <title>It&#39;s walking</title>
      <link>https://www.saschawillems.de/blog/2005/09/19/its-walking/</link>
      <pubDate>Mon, 19 Sep 2005 14:19:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2005/09/19/its-walking/</guid>
      <description>As a follow-up to my last post where I showed you a first version of a more complex walker I was building using the newly implemented features for my PlayGround I now have a video (WMV, 2.7 MBytes) of a more simple walker walking around.
Due to a bug in the current beta of Newton, the legs of the other more complex walker won&amp;rsquo;t work as supposed, so I just created this more simple walker and will start getting the other one to walk as soon as this bug is corrected (Julio, the main head behind NGD already is working on it.</description>
    </item>
    
    <item>
      <title>What I&#39;m currently working on</title>
      <link>https://www.saschawillems.de/blog/2005/09/14/what-im-currently-working-on/</link>
      <pubDate>Wed, 14 Sep 2005 11:20:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2005/09/14/what-im-currently-working-on/</guid>
      <description>I had some hours to spare recently, so I decided to put in some new features into my NewtonPlayGround. Some of you know that tool, it&amp;rsquo;s an app for showing off what the Newton Game Dynamics engine is capable off. It allows the user to create it&amp;rsquo;s own scene (even very complex ones) and play around with them, save them and even pass them around. The version currently in the makings will be released shortly after NGD 1.</description>
    </item>
    
    <item>
      <title>Growing up with and shaping up an API</title>
      <link>https://www.saschawillems.de/blog/2005/09/07/growing-up-with-and-shaping-up-an-api/</link>
      <pubDate>Wed, 07 Sep 2005 21:10:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2005/09/07/growing-up-with-and-shaping-up-an-api/</guid>
      <description>This is something I wanted to get out for some time now : When I first found out about the Newton Game Dynamics SDK it was a fresh physics SDK around the block and much stuff was lacking (although it already was very impressive in terms of how it calculated physics). So I saw an opportunity to not only create demos and stuff for a very new API, but also to help shaping up and evolving with that API.</description>
    </item>
    
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