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    <atom:link href="http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/feed/" rel="self" type="application/rss+xml" />
    <title>Intel Software Network Comments Feed</title>
    <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1</link>
    <description></description>
    <language>en-us</language>
    <item>
      <title>By Andy</title>
      <description><![CDATA[ Thanks. Great article, and well explained. Look forward to seeing the next installment.
 ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-28415</link>
      <pubDate>Thu, 23 Jul 2009 08:46:14 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-28415</guid>
    </item>
    <item>
      <title>By mijagourlay</title>
      <description><![CDATA[ You are welcome.  I look forward to receiving feedback on the future articles, especially the third, which includes source code and a complete fluid simulation with two-way fluid-body interactions.  And it runs FAST.

I strongly suspect this series of articles will run past three, despite what the content of this article indicates.  So stay tuned for many more articles on this topic.
 ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-28709</link>
      <pubDate>Wed, 29 Jul 2009 13:06:34 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-28709</guid>
    </item>
    <item>
      <title>By Real Time Fluid Simulation for Video Games on CPU | The Geeks Of 3D - 3D Tech News</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-28993</link>
      <pubDate>Tue, 04 Aug 2009 01:38:22 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-28993</guid>
    </item>
    <item>
      <title>By Rene Schulte</title>
      <description><![CDATA[ I'm familiar with physical simulation. I've read many articles and papers about the topic and implemented among others SPH (Müller et al.). Your article is very good and the explanations are great. I'm looking forward to the other parts of the series. Keep up the good work! ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-29021</link>
      <pubDate>Tue, 04 Aug 2009 07:54:30 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-29021</guid>
    </item>
    <item>
      <title>By spark</title>
      <description><![CDATA[ Great article, I'm looking forward to test your Demo!
keep going!! ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-29824</link>
      <pubDate>Tue, 18 Aug 2009 20:22:13 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-29824</guid>
    </item>
    <item>
      <title>By Joel De Guzman (Intel)</title>
      <description><![CDATA[ In case you haven't come across it yet,  here is the link to Part 2:  http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-2/  

I showed this off to some of the programmers at our Intel booth at SIGGRAPH and they were glad to see this kind of content.    ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-30110</link>
      <pubDate>Mon, 24 Aug 2009 20:47:42 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-30110</guid>
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    <item>
      <title>By Useful Intel Articles &amp;laquo; Online Game Development</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-32629</link>
      <pubDate>Tue, 13 Oct 2009 13:57:42 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-32629</guid>
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    <item>
      <title>By Fluid Simulation für Video Games &amp;laquo; </title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-38195</link>
      <pubDate>Fri, 15 Jan 2010 16:41:26 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-38195</guid>
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    <item>
      <title>By Fluid Simulation for Video Games &amp;laquo; Vitor Teixeira</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-38478</link>
      <pubDate>Sun, 24 Jan 2010 09:13:18 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-38478</guid>
    </item>
    <item>
      <title>By Dr. Michael J. Gourlay</title>
      <description><![CDATA[ Parts 1 through 7 now available:

http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/
http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-2/

Parts 3 and beyond include code!

http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-3/
http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-4/
http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-5/
http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-6/
http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-7/
 ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-39242</link>
      <pubDate>Wed, 10 Feb 2010 19:23:01 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-39242</guid>
    </item>
    <item>
      <title>By Research on sand &amp;laquo; Virtual Sand</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-40034</link>
      <pubDate>Thu, 04 Mar 2010 10:38:57 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-40034</guid>
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    <item>
      <title>By barak galanti</title>
      <description><![CDATA[ Dear Dr. Michael J. Gourlay
I have found your series of article about fluids simulations highly interesting.
Unfortunately, I am working on a Linux system and your demo runs on windows. 
I wonder, what are the necessary things to do in order to make your software running on my Linux pc?
Many thanks,
Barak ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-42929</link>
      <pubDate>Wed, 05 May 2010 02:28:30 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-42929</guid>
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    <item>
      <title>By MOMO</title>
      <description><![CDATA[ Hi can you please tell me which software was used to make the illustrations (drawing) of this article?
Thanks ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-47160</link>
      <pubDate>Mon, 09 Aug 2010 13:15:33 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-47160</guid>
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    <item>
      <title>By Mike S</title>
      <description><![CDATA[ I'm posting praise for the series and questions after part 7, but first I'll post some criticism of part 1 from a lay reader:
I have to admit, I originally set this series of articles aside in frustration after getting snagged on the scary vector calculus in part 1.  It seems like every resource on fluid simulation invariably begins its actual discussion of fluids with the Navier-Stokes equation(s), in a way that implies that they're readily intuitive to the average reader and a plain-English explanation of fluid motion would be superfluous.  Without a background in vector calculus though, their meaning is almost totally opaque, especially considering they use the deceptively meaning-packed del-symbol in several contexts in the same equation.

The Navier-Stokes equations are a formal solution to fluid flow, not a computational solution to fluid simulation.  As H.M. Schey writes in "div grad gurl and all that," "The word 'formal' in this context is a euphemism for useless."  Despite this, every resource on fluid simulation seems to give me the impression that I must actually understand them before I can move forward and gain anything from the material that follows.  Maybe it's just my reading style, but this typically causes me to freeze up and ultimately give up.

The first article in this series didn't really do the best job of overcoming that snare.  It helped explain the nonlinearity of the advective term a bit, but it didn't really explain the other terms or how everything fits together.  For instance, I still honestly don't know whether the density term refers to the compressibility of a fluid or the amount of a specific fluid per unit space.  Are we talking about different densities of a gas, or are we talking about whether a certain area/point is occupied by e.g. water vs. air?  (The funny part is, the whole velocity-pressure formulation that tripped me up was never actually used throughout the rest of the series...)

The most frustrating aspect is that I'm interested in dynamic liquids (e.g. water) for a video game engine, so I'm just as concerned about actual boundaries between solid/liquid/gas as I am about internal flow velocities...yet the Navier-Stokes equations focus so much on velocity that boundaries, especially the all-important liquid/gas boundaries, are routinely treated as afterthoughts.  Of course, I'm still confused about the density term, so I'm still not even sure if the equations address liquid/gas boundaries at all or not.

So, half of part 1 freaked me out.  I got through all the articles though, so I'm posting more after part 7. ;-) ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-48363</link>
      <pubDate>Mon, 06 Sep 2010 22:23:22 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-48363</guid>
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    <item>
      <title>By Dr. Michael J. Gourlay</title>
      <description><![CDATA[ Mike S,

Thanks for your feedback.  The ideal remedy for the shortcomings you raise would be that I would modify the original article.  I'll aim towards that, but perhaps you can help: I can try to answer your questions, and if I arrive at an explanation that works for you then that will help steer me towards improving the article.

Regarding the terms of the Navier-Stokes equation, I'll mention that in the article I wrote, I color-coded each term so that it matched up with both the "Newtonian" formula of the motion for a block sliding on a platform, and with the diagram.  The intention was to show analogies between pressure and the normal force, and between viscosity and the sliding friction force.  And likewise, the vorticity equation is meant to have those same visual cues.  The formatting that appears on this webpage unfortunately lacks that color-coding and I'm not sure why.  I'll see if somebody at the Intel site can sort that out.

Regarding the density, the answer is that here density refers to the mass-per-volume of a fluid, which takes into account both the inherent property of the fluid (such as water versus air) and also compressibility.  So, it's both of the notions you asked about.

Also note that Article 8 goes into more detail about how to handle fluids with density variation, and subsequent articles will talk about how that density can vary with temperature.

And, you're right, you definitely need to take into account different densities if you want to capture air-liquid boundaries.  Tracking the boundary turns out to be its own special kind of problem, which is why you probably have had trouble finding good information about it.  I have not yet addressed that within this series.  Meanwhile, search for "level sets" as one method for tracking those boundaries, which has gained popularity in the past several years.  There are other techniques which have also gained popularity recently, and I can provide citations on request.

Looking forward to pursuing this with you.
 ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-51802</link>
      <pubDate>Sat, 13 Nov 2010 09:27:41 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-51802</guid>
    </item>
    <item>
      <title>By Philip</title>
      <description><![CDATA[ Dr. Gourlay, I love your articles.  I see that parts 3,4,5,6,8 are available in PDF form; any chance that parts 1,2, and 7 are available as well?  I'd like to download them to my e-reader.  Thanks! ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-52096</link>
      <pubDate>Mon, 22 Nov 2010 10:21:52 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-52096</guid>
    </item>
    <item>
      <title>By Dr. Michael J. Gourlay</title>
      <description><![CDATA[ Philip,

Intel has posted the PDF's for the remaining articles -- so PDF's are available for all 8.
 ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-54589</link>
      <pubDate>Sat, 08 Jan 2011 08:23:40 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-54589</guid>
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    <item>
      <title>By Spin my particles! &amp;laquo; Tinker Code</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-55500</link>
      <pubDate>Tue, 25 Jan 2011 15:03:23 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-55500</guid>
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    <item>
      <title>By  Spin my particles!</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-55512</link>
      <pubDate>Wed, 26 Jan 2011 00:40:55 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-55512</guid>
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    <item>
      <title>By Tinker Code: Vórtice de Partículas | rpdesigner</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-55530</link>
      <pubDate>Wed, 26 Jan 2011 06:44:16 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-55530</guid>
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    <item>
      <title>By Dr. Michael J. Gourlay</title>
      <description><![CDATA[ Interesting thread on Reddit about these articles, including some good questions and elucidations:
http://www.reddit.com/r/gamedev/comments/f9g8r/cool_article_on_fluid_simulation_for_games_a_bit/ ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-55712</link>
      <pubDate>Fri, 28 Jan 2011 20:43:16 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-55712</guid>
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    <item>
      <title>By Chris</title>
      <description><![CDATA[ Amazing series of articles, stunning results. I would love to use your code but I am assuming the license on the code you include doesn't allow for use in our projects. I couldn't see any mention of a license.
 ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-58092</link>
      <pubDate>Fri, 01 Apr 2011 03:45:58 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-58092</guid>
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    <item>
      <title>By Dr. Michael J. Gourlay</title>
      <description><![CDATA[ You're welcome to use the source code in your projects.  If you need a formal license, we can discuss that through email.  

Visit my web site: mijagourlay.com.

Scroll to the bottom to see my email address.

I'm curious to know what the project is! ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-60420</link>
      <pubDate>Sat, 04 Jun 2011 09:40:02 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-60420</guid>
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    <item>
      <title>By Fluid Simulation for Video Games (part 1) &amp;#8211; Intel® Software Network &amp;laquo; Netcrema &amp;#8211; creme de la social news via digg + delicious + stumpleupon + reddit</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-63022</link>
      <pubDate>Mon, 15 Aug 2011 10:13:01 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-63022</guid>
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      <title>By Fluid Simulation for Video Games (part 1) &amp;#8211; Intel® Software Network : Popular Links : eConsultant</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-63023</link>
      <pubDate>Mon, 15 Aug 2011 12:04:28 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-63023</guid>
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      <title>By Simulación de fluídos para videojuegos, una serie de 10 posts | El Chigüire Literario</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-63365</link>
      <pubDate>Mon, 22 Aug 2011 17:31:34 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-63365</guid>
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    <item>
      <title>By  CFD literature -- CFD Online Discussion Forums</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-67645</link>
      <pubDate>Wed, 30 Nov 2011 22:41:34 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-67645</guid>
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    <item>
      <title>By pravinsash</title>
      <description><![CDATA[ Dr.Gourlay, A stunning article. As an ex-student of CFD coding ; this article was exactly what I was looking for to re-ignite my interest.

regards
Pravin ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-69210</link>
      <pubDate>Mon, 09 Jan 2012 12:58:23 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-69210</guid>
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    <item>
      <title>By Dr. Michael J. Gourlay</title>
      <description><![CDATA[ Thank you, Pravin.  I hope you find the rest of the series as inspirational.

I invite any questions and critiques.
 ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-69250</link>
      <pubDate>Tue, 10 Jan 2012 14:26:21 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-69250</guid>
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      <title>By  Fluid Simulation &amp;raquo; The Game Engineer</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-69681</link>
      <pubDate>Thu, 26 Jan 2012 03:06:00 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-69681</guid>
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      <title>By  Fluid Simulation &amp;raquo; The Game Engineer</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-69682</link>
      <pubDate>Thu, 26 Jan 2012 03:06:06 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-69682</guid>
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      <title>By  Discrete vortex method code -- CFD Online Discussion Forums</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-70481</link>
      <pubDate>Wed, 15 Feb 2012 16:31:10 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-70481</guid>
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    <item>
      <title>By Kim</title>
      <description><![CDATA[ Hi.
Can I translate these articles( in Korean) and publish in my blogs? ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-71127</link>
      <pubDate>Sun, 04 Mar 2012 18:23:16 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-71127</guid>
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    <item>
      <title>By Kim</title>
      <description><![CDATA[ Hi.
I'm not sure I leaved this comment before. (disappeared!?)

Would mind if I translate this articles in Korean and publish in my blog?
Of course, I'll leave reference to here.

Thank you. ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-71152</link>
      <pubDate>Mon, 05 Mar 2012 07:02:38 -0800</pubDate>
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      <title>By  Fluid Simulation &amp;raquo; The Game Engineer</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-72044</link>
      <pubDate>Sun, 25 Mar 2012 16:27:13 -0700</pubDate>
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      <title>By Computational Fluid Dynamics and Video Games | ANSYS Blog</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-72434</link>
      <pubDate>Tue, 03 Apr 2012 10:59:08 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-72434</guid>
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      <title>By This Week in CFD | Another Fine Mesh</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-72559</link>
      <pubDate>Fri, 06 Apr 2012 07:34:07 -0700</pubDate>
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      <title>By Updated Fluid Simulation | divergentcoder.com</title>
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      <link>http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/#comment-74340</link>
      <pubDate>Mon, 21 May 2012 23:09:04 -0700</pubDate>
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