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	<title>Comments on: Simulation:</title>
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		<title>By: Kert Gartner (VFX Haiku Admin)</title>
		<link>http://vfxhaiku.com/2010/07/simulation/comment-page-1/#comment-236</link>
		<dc:creator>Kert Gartner (VFX Haiku Admin)</dc:creator>
		<pubDate>Tue, 20 Jul 2010 17:33:46 +0000</pubDate>
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		<description>That&#039;s pretty slick. I had no idea so much was possible with ICE. :)</description>
		<content:encoded><![CDATA[<p>That&#8217;s pretty slick. I had no idea so much was possible with ICE. <img src='http://vfxhaiku.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Lele</title>
		<link>http://vfxhaiku.com/2010/07/simulation/comment-page-1/#comment-235</link>
		<dc:creator>Lele</dc:creator>
		<pubDate>Tue, 20 Jul 2010 17:18:05 +0000</pubDate>
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		<description>Expectable.
The ICE framework is really well thought out and it&#039;s being refined constantly.
It was only a matter of time until someone started exploiting it properly.
Being ICE-based, also, means it&#039;s likely fully multi-threaded (particles, after all) and pretty quick (see the realtime adjustment of materials).
Fantastic toy :D</description>
		<content:encoded><![CDATA[<p>Expectable.<br />
The ICE framework is really well thought out and it&#8217;s being refined constantly.<br />
It was only a matter of time until someone started exploiting it properly.<br />
Being ICE-based, also, means it&#8217;s likely fully multi-threaded (particles, after all) and pretty quick (see the realtime adjustment of materials).<br />
Fantastic toy <img src='http://vfxhaiku.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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