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		<title><![CDATA[Kotaku: Engine]]></title>
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			<title><![CDATA[Kotaku: Engine]]></title>
			<link>http://kotaku.com/tag/engine</link>
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		<link>http://kotaku.com/tag/engine</link>
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		<description><![CDATA[Kotaku posts tagged Engine]]></description>
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			<title><![CDATA[Unreal Engine 4 &quot;Still A Long Ways Off&quot;]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Unreal Engine 4 &amp;quot;Still A Long Ways Off&amp;quot;" href="http://kotaku.com/dice-2010/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">dice2010</span></a></div -->					<div><a title="Click here to read Unreal Engine 4 &amp;quot;Still A Long Ways Off&amp;quot;" href="http://kotaku.com/5477534/unreal-engine-4-still-a-long-ways-off" class="pp_image">
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				Attending the DICE gaming summit to promote his company's Unreal Engine technology and celebrate the conclusion of the Make Something Unreal modding contest, Epic Games' Mark Rein said that the next generation of Unreal game-making tech is a ways off.				<a href="http://kotaku.com/5477534/unreal-engine-4-still-a-long-ways-off" title="Click here to read more about Unreal Engine 4 &quot;Still A Long Ways Off&quot;">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5477534/unreal-engine-4-still-a-long-ways-off]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5477534]]></guid>
			<category><![CDATA[Dice 2010]]></category>
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			<category><![CDATA[unreal engine 4]]></category>
			<pubDate><![CDATA[Mon, 22 Feb 2010 16:00:26 EST]]></pubDate>
			<dc:creator><![CDATA[Stephen Totilo]]></dc:creator>
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			<title><![CDATA[Dead Space Engine Hoping To Dismember Middleware Market]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Dead Space Engine Hoping To Dismember Middleware Market" href="http://kotaku.com/dead-space/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">deadspace</span></a></div -->					<div><a title="Click here to read Dead Space Engine Hoping To Dismember Middleware Market" href="http://kotaku.com/5048213/dead-space-engine-hoping-to-dismember-middleware-market" class="pp_image">
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				Even before <em>Dead Space</em> is out of the door, the development team behind it are hopeful that they can carve a chunk (this may be literally true, given Dead Space's rep) from the game engine market.				<a href="http://kotaku.com/5048213/dead-space-engine-hoping-to-dismember-middleware-market" title="Click here to read more about Dead Space Engine Hoping To Dismember Middleware Market">More&nbsp;&raquo;</a>
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			<category><![CDATA[Dead Space]]></category>
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			<pubDate><![CDATA[Wed, 10 Sep 2008 20:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Stuart Houghton]]></dc:creator>
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			<title><![CDATA[2K Games Tags Havok For Wii Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read 2K Games Tags Havok For Wii Games" href="http://kotaku.com/2k-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">2kgames</span></a></div -->					<div><a title="Click here to read 2K Games Tags Havok For Wii Games" href="http://kotaku.com/5020285/2k-games-tags-havok-for-wii-games" class="pp_image">
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				 2K Games is turning to the Havok physics engine to bring realistic motion to their upcoming lineup of Wii titles. The engine will first be applied to the Carnival Games' sequel Carnival Games: Mini-Golf before being applied to several as-of-yet unannounced Wii titles. Why should we care? Havok managing director David O’Meara explains.				<a href="http://kotaku.com/5020285/2k-games-tags-havok-for-wii-games" title="Click here to read more about 2K Games Tags Havok For Wii Games">More&nbsp;&raquo;</a>
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			<category><![CDATA[Carnival Games: Mini-Golf]]></category>
			<category><![CDATA[Cry Havok]]></category>
			<category><![CDATA[Engine]]></category>
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			<category><![CDATA[Wii]]></category>
			<pubDate><![CDATA[Fri, 27 Jun 2008 12:20:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[Unreal 4 Engine in Development]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Unreal 4 Engine in Development" href="http://kotaku.com/confirmed/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">confirmed</span></a></div -->					<div><a title="Click here to read Unreal 4 Engine in Development" href="http://kotaku.com/309187/unreal-4-engine-in-development" class="pp_image">
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				Who would have thought that, after making three successful Unreal engines, Epic would make another? During a recent visit to Epic's offices, several noticed a pile of Beautiful Mindesque scribbles on programmer Tim Sweeney's desk. And that crazy scribble, my friends, was confirmed to be the early strings of code for the Unreal 4 engine. Those little pencil markings will become headshots, chainsawed bodies and probably even<a href="http://kotaku.com/gaming/barbie/barbie-on-unreal-30-confirmed-247652.php"> ponies and crap</a>.				<a href="http://kotaku.com/309187/unreal-4-engine-in-development" title="Click here to read more about Unreal 4 Engine in Development">More&nbsp;&raquo;</a>
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			<category><![CDATA[confirmed]]></category>
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			<pubDate><![CDATA[Wed, 10 Oct 2007 14:00:20 EDT]]></pubDate>
			<dc:creator><![CDATA[Mark Wilson]]></dc:creator>
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			<title><![CDATA[Havok Licensed to Blizzard]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Havok Licensed to Blizzard" href="http://kotaku.com/havok/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">havok</span></a></div -->					<div><a title="Click here to read Havok Licensed to Blizzard" href="http://kotaku.com/200837/havok-licensed-to-blizzard" class="pp_image">
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      In a press release that went out yesterday, only to be instantly smothered in a sea of Wii, Havok announced that Blizzard Entertainment has licensed the physics engine for god knows what.				<a href="http://kotaku.com/200837/havok-licensed-to-blizzard" title="Click here to read more about Havok Licensed to Blizzard">More&nbsp;&raquo;</a>
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			<category><![CDATA[Havok]]></category>
			<category><![CDATA[Apple]]></category>
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			<category><![CDATA[Engine]]></category>
			<category><![CDATA[Physics]]></category>
			<category><![CDATA[Warcraft]]></category>
			<category><![CDATA[WoW]]></category>
			<pubDate><![CDATA[Fri, 15 Sep 2006 17:40:30 EDT]]></pubDate>
			<dc:creator><![CDATA[egauger]]></dc:creator>
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