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	<title>Comments on: Farseer Physics in Blitzmax Demo</title>
	<atom:link href="http://www.paradeofrain.com/2008/05/farseer-physics-in-blitzmax-demo/feed/" rel="self" type="application/rss+xml" />
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	<description>Indie Game Development</description>
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	<item>
		<title>By: Leonard</title>
		<link>http://www.paradeofrain.com/2008/05/farseer-physics-in-blitzmax-demo/comment-page-1/#comment-36997</link>
		<dc:creator>Leonard</dc:creator>
		<pubDate>Wed, 28 May 2008 17:48:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=78#comment-36997</guid>
		<description>Documentation would be very helpfull... Im currently using ppIsaac which is quite annoying when they dont give proper examples.</description>
		<content:encoded><![CDATA[<p>Documentation would be very helpfull&#8230; Im currently using ppIsaac which is quite annoying when they dont give proper examples.</p>
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		<title>By: Alex</title>
		<link>http://www.paradeofrain.com/2008/05/farseer-physics-in-blitzmax-demo/comment-page-1/#comment-36963</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Wed, 28 May 2008 06:37:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=78#comment-36963</guid>
		<description>The API was designed to be easy and straightforward for creating physics objects, but still maintains a lot of flexibility. Once I&#039;ve finished the port I plan to do some documentation that the demos might not convey as easily.</description>
		<content:encoded><![CDATA[<p>The API was designed to be easy and straightforward for creating physics objects, but still maintains a lot of flexibility. Once I&#8217;ve finished the port I plan to do some documentation that the demos might not convey as easily.</p>
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	<item>
		<title>By: Leonard</title>
		<link>http://www.paradeofrain.com/2008/05/farseer-physics-in-blitzmax-demo/comment-page-1/#comment-36789</link>
		<dc:creator>Leonard</dc:creator>
		<pubDate>Mon, 26 May 2008 15:42:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=78#comment-36789</guid>
		<description>Well, Thanks for the info... Guess i better try and get Blitzmax then lol, What sort of commands does the engine use to make a static 2D object, into a phycics enabled one? As there are some engines that seem to be using very simple commands to achieve this...</description>
		<content:encoded><![CDATA[<p>Well, Thanks for the info&#8230; Guess i better try and get Blitzmax then lol, What sort of commands does the engine use to make a static 2D object, into a phycics enabled one? As there are some engines that seem to be using very simple commands to achieve this&#8230;</p>
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	<item>
		<title>By: ARme</title>
		<link>http://www.paradeofrain.com/2008/05/farseer-physics-in-blitzmax-demo/comment-page-1/#comment-36673</link>
		<dc:creator>ARme</dc:creator>
		<pubDate>Sun, 25 May 2008 10:42:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=78#comment-36673</guid>
		<description>Thanks for the answers Alex :)

Absolutely, FarseerBMX, Chipmunk and Box2D are different and not &#039;competing&#039; against ^^

Choosing between theses 3 physics engines will be a nice contribution to blitzmax !

I&#039;m wondering if concave bloc could be use as deformable terrain ? Does the polygons definition of objects in Farseer can be dynamically modified ?

Also it&#039;s probably the most CPU consuming type of collision to process. Is the number of maximum &#039;vertex&#039; point is important in term of performance ?

Digging holes in the ground will create a huge amount of these vertex, maybe it&#039;s not the best approach ?

I will ask the same question to Jeff since he probably know the answer :)</description>
		<content:encoded><![CDATA[<p>Thanks for the answers Alex <img src='http://www.paradeofrain.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Absolutely, FarseerBMX, Chipmunk and Box2D are different and not &#8216;competing&#8217; against ^^</p>
<p>Choosing between theses 3 physics engines will be a nice contribution to blitzmax !</p>
<p>I&#8217;m wondering if concave bloc could be use as deformable terrain ? Does the polygons definition of objects in Farseer can be dynamically modified ?</p>
<p>Also it&#8217;s probably the most CPU consuming type of collision to process. Is the number of maximum &#8216;vertex&#8217; point is important in term of performance ?</p>
<p>Digging holes in the ground will create a huge amount of these vertex, maybe it&#8217;s not the best approach ?</p>
<p>I will ask the same question to Jeff since he probably know the answer <img src='http://www.paradeofrain.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	<item>
		<title>By: Alex</title>
		<link>http://www.paradeofrain.com/2008/05/farseer-physics-in-blitzmax-demo/comment-page-1/#comment-36647</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Sun, 25 May 2008 00:50:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=78#comment-36647</guid>
		<description>@ Leonard
I can&#039;t give any definitive dates right now. All I can say is I&#039;m working as much as possible to finish this port on top of other responsibilities and projects. This engine does not work with Blitz3D. The engine is very object-oriented, and from my understanding Blitz3D is more procedural like previous blitz languages (Blitz, Blitz+), so converting to Blitz3D wouldn&#039;t be trivial.</description>
		<content:encoded><![CDATA[<p>@ Leonard<br />
I can&#8217;t give any definitive dates right now. All I can say is I&#8217;m working as much as possible to finish this port on top of other responsibilities and projects. This engine does not work with Blitz3D. The engine is very object-oriented, and from my understanding Blitz3D is more procedural like previous blitz languages (Blitz, Blitz+), so converting to Blitz3D wouldn&#8217;t be trivial.</p>
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		<title>By: Alex</title>
		<link>http://www.paradeofrain.com/2008/05/farseer-physics-in-blitzmax-demo/comment-page-1/#comment-36645</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Sun, 25 May 2008 00:46:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=78#comment-36645</guid>
		<description>@Arme
Yes, that is right. Farseer was based on an earlier version of Box2D. Farseer right now doesn&#039;t have any support for CCD and not really sure on Jeff&#039;s plans to implement that, if at all. From my tests, it&#039;s been pretty solid in terms of catching fast collisions. It really would come down to how &#039;fast&#039; your bullets are traveling per frame and tweaking it to within Farseer&#039;s capabilities.

Also keep in mind the ~1-5ms differences are coming when LOTS of objects and activity are going on at the same time (stress tests). During normal use of Farseer BMX there is virtually no performance difference.

I&#039;ve been working on this port for 80+ hours. Still some hours to go as I implement that last few springs/joints/controllers along with demos to test their functionality. Once everything is ported and working I&#039;ll make an initial release for others to play around with, maybe even get it working on mac/linux.

I&#039;ll keep that in mind for the future demos I develop to make a faster time step. So far I haven&#039;t had much issue using a faster time step with the engine.

FarseerBMX in no way is &#039;competing&#039; against Box2D. I hope to release this to the community to give users of Blitzmax more choices when it comes to physics engines. Right now there is Chipmunk, soon to be Box2D, and soon Farseer. Each has its own advantages/disadvantages. Farseer has concave collision support, and Box2D has Continuous Collision Detection. Which ever is more important to the developer they can decide. Who knows, maybe in the future both features will be present in either engine?</description>
		<content:encoded><![CDATA[<p>@Arme<br />
Yes, that is right. Farseer was based on an earlier version of Box2D. Farseer right now doesn&#8217;t have any support for CCD and not really sure on Jeff&#8217;s plans to implement that, if at all. From my tests, it&#8217;s been pretty solid in terms of catching fast collisions. It really would come down to how &#8216;fast&#8217; your bullets are traveling per frame and tweaking it to within Farseer&#8217;s capabilities.</p>
<p>Also keep in mind the ~1-5ms differences are coming when LOTS of objects and activity are going on at the same time (stress tests). During normal use of Farseer BMX there is virtually no performance difference.</p>
<p>I&#8217;ve been working on this port for 80+ hours. Still some hours to go as I implement that last few springs/joints/controllers along with demos to test their functionality. Once everything is ported and working I&#8217;ll make an initial release for others to play around with, maybe even get it working on mac/linux.</p>
<p>I&#8217;ll keep that in mind for the future demos I develop to make a faster time step. So far I haven&#8217;t had much issue using a faster time step with the engine.</p>
<p>FarseerBMX in no way is &#8216;competing&#8217; against Box2D. I hope to release this to the community to give users of Blitzmax more choices when it comes to physics engines. Right now there is Chipmunk, soon to be Box2D, and soon Farseer. Each has its own advantages/disadvantages. Farseer has concave collision support, and Box2D has Continuous Collision Detection. Which ever is more important to the developer they can decide. Who knows, maybe in the future both features will be present in either engine?</p>
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	</item>
	<item>
		<title>By: Leonard</title>
		<link>http://www.paradeofrain.com/2008/05/farseer-physics-in-blitzmax-demo/comment-page-1/#comment-36499</link>
		<dc:creator>Leonard</dc:creator>
		<pubDate>Fri, 23 May 2008 17:40:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=78#comment-36499</guid>
		<description>Do you have any idea when u will be releasing this engine port? i was going to use it on C# but im not too good at it but Blitz is alot easier... Does this also work with blitz3d? im sure it will becaus eit uses the same commands mostly</description>
		<content:encoded><![CDATA[<p>Do you have any idea when u will be releasing this engine port? i was going to use it on C# but im not too good at it but Blitz is alot easier&#8230; Does this also work with blitz3d? im sure it will becaus eit uses the same commands mostly</p>
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	<item>
		<title>By: ARme</title>
		<link>http://www.paradeofrain.com/2008/05/farseer-physics-in-blitzmax-demo/comment-page-1/#comment-36369</link>
		<dc:creator>ARme</dc:creator>
		<pubDate>Thu, 22 May 2008 09:49:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=78#comment-36369</guid>
		<description>Yes indeed Brucey is working on the very last version of Box2d since there is a SVN repository. I speak about Box2d because I thing I read somewhere at Farseer game that Farseer was based on the work of Erin Catto.

I didn&#039;t notice at first that Farseer don&#039;t have any CCD. Hope this won&#039;t be an issue with bullet type element.

Effectively the impression of &quot;slowliness&quot; surely came by the way of blitzMax render things.
Well I suppose a difference of 1~5ms is better than nothing :) Hope it&#039;s not too CPU consuming.

You working since a long time on this complete revamp ?
I suppose we only be able to play with Farseer when you decide it&#039;s features complete and optimized for the best performance.

Would it be possible to write a tiny example with a faster time step like for a normal game. I like physics engines but always find examples playing too slow and not realistically (maybe to prevent inaccuracy ?)

Maybe both physics engines (box2D and Farseer) will come at the same time so we could compare them and see which one is the more suitable.

Thanks</description>
		<content:encoded><![CDATA[<p>Yes indeed Brucey is working on the very last version of Box2d since there is a SVN repository. I speak about Box2d because I thing I read somewhere at Farseer game that Farseer was based on the work of Erin Catto.</p>
<p>I didn&#8217;t notice at first that Farseer don&#8217;t have any CCD. Hope this won&#8217;t be an issue with bullet type element.</p>
<p>Effectively the impression of &#8220;slowliness&#8221; surely came by the way of blitzMax render things.<br />
Well I suppose a difference of 1~5ms is better than nothing <img src='http://www.paradeofrain.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Hope it&#8217;s not too CPU consuming.</p>
<p>You working since a long time on this complete revamp ?<br />
I suppose we only be able to play with Farseer when you decide it&#8217;s features complete and optimized for the best performance.</p>
<p>Would it be possible to write a tiny example with a faster time step like for a normal game. I like physics engines but always find examples playing too slow and not realistically (maybe to prevent inaccuracy ?)</p>
<p>Maybe both physics engines (box2D and Farseer) will come at the same time so we could compare them and see which one is the more suitable.</p>
<p>Thanks</p>
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		<title>By: Alex</title>
		<link>http://www.paradeofrain.com/2008/05/farseer-physics-in-blitzmax-demo/comment-page-1/#comment-36349</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Thu, 22 May 2008 05:40:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=78#comment-36349</guid>
		<description>Hi Arme,

Box2D looks like a great 2d physics engine. I believe Brucey is working on the 2.0 port (which includes continuous collision detection!).

The port of Farseer to Blitzmax is pretty much a re-implementation into 100% Blitzmax. There are no outside dependencies besides a basic blitzmax install.

What made you have the impression that the examples were running slower on the Blitzmax version? Was there a graphical stuttering or something? My goal is to make it as close as possible performance-wise to the C# version. Visually right now, for higher-end machines there&#039;s no difference. It&#039;s the lower end machines that are taking a bigger hit obviously. There are slight differences in performance right now that I&#039;m trying to optimize as much as possible. There is about 1-5 ms difference between C#/Blitzmax on the more stress-test centric demos. The thing with XNA, is due to it&#039;s higher requirements VS Blitzmax, it tends to work very well on most PC&#039;s that can run XNA at all. I&#039;m going to be doing testing on machines that are a bit older (no pixel-shader support, slower clock speed, etc) so performance is a bit more critical.

Another bottleneck with this that isn&#039;t as much physics related is rendering. So while FPS give a good indication of performance it doesn&#039;t give you the ultimate cause of why things are performing badly. XNA I believe has an advantage here as rendering wise it simply renders the demos faster than Blitzmax.

My original motivation behind making this port is to create a game of my own in Blitzmax. I wouldn&#039;t be doing it if I didn&#039;t think it&#039;d enable me to create dynamic and fun games. So in short, Yes when finished I don&#039;t see why it wouldn&#039;t be capable of creating games similar to the above.


As for the license, I believe this would qualify as a &#039;derivative&#039; work of Farseer and would fall under the Microsoft-Permissive License or something compatible with it. Which to my understanding, is pretty loose and has minimal strings attached. more info here: http://www.codeplex.com/FarseerPhysics/license</description>
		<content:encoded><![CDATA[<p>Hi Arme,</p>
<p>Box2D looks like a great 2d physics engine. I believe Brucey is working on the 2.0 port (which includes continuous collision detection!).</p>
<p>The port of Farseer to Blitzmax is pretty much a re-implementation into 100% Blitzmax. There are no outside dependencies besides a basic blitzmax install.</p>
<p>What made you have the impression that the examples were running slower on the Blitzmax version? Was there a graphical stuttering or something? My goal is to make it as close as possible performance-wise to the C# version. Visually right now, for higher-end machines there&#8217;s no difference. It&#8217;s the lower end machines that are taking a bigger hit obviously. There are slight differences in performance right now that I&#8217;m trying to optimize as much as possible. There is about 1-5 ms difference between C#/Blitzmax on the more stress-test centric demos. The thing with XNA, is due to it&#8217;s higher requirements VS Blitzmax, it tends to work very well on most PC&#8217;s that can run XNA at all. I&#8217;m going to be doing testing on machines that are a bit older (no pixel-shader support, slower clock speed, etc) so performance is a bit more critical.</p>
<p>Another bottleneck with this that isn&#8217;t as much physics related is rendering. So while FPS give a good indication of performance it doesn&#8217;t give you the ultimate cause of why things are performing badly. XNA I believe has an advantage here as rendering wise it simply renders the demos faster than Blitzmax.</p>
<p>My original motivation behind making this port is to create a game of my own in Blitzmax. I wouldn&#8217;t be doing it if I didn&#8217;t think it&#8217;d enable me to create dynamic and fun games. So in short, Yes when finished I don&#8217;t see why it wouldn&#8217;t be capable of creating games similar to the above.</p>
<p>As for the license, I believe this would qualify as a &#8216;derivative&#8217; work of Farseer and would fall under the Microsoft-Permissive License or something compatible with it. Which to my understanding, is pretty loose and has minimal strings attached. more info here: <a href="http://www.codeplex.com/FarseerPhysics/license" rel="nofollow">http://www.codeplex.com/FarseerPhysics/license</a></p>
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	<item>
		<title>By: ARme</title>
		<link>http://www.paradeofrain.com/2008/05/farseer-physics-in-blitzmax-demo/comment-page-1/#comment-36290</link>
		<dc:creator>ARme</dc:creator>
		<pubDate>Wed, 21 May 2008 17:47:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=78#comment-36290</guid>
		<description>Hi Alex

I&#039;m very interested in Physics engine and already have my preference with Box2d which is currently wrapped by Brucey in the blitzmax community.

I already play with Farseer in C# and find it very powerful (mainly with concave shape collision).

It&#039;s a very good idea porting it to Blitzmax ! I didn&#039;t even know it was possible to do such with .net project. Did you rewrite the whole source (?) or wrap a precompiled library ?

I was having good FPS running your examples (like 105fps on a 64x2 3.8ghz AMD 2go Geforce 7600se) but my impression was that it was a bit slower than the Farseer examples...

Is this bmx module is fast enough to handle &quot;now days&quot; games physics based (Like locoroco, gish, tower of goo and similar with a indie 2D look) ?

Finally what&#039;s your main idea with this module ?
Open source / Shareware / Freeware / License ?

Thanks</description>
		<content:encoded><![CDATA[<p>Hi Alex</p>
<p>I&#8217;m very interested in Physics engine and already have my preference with Box2d which is currently wrapped by Brucey in the blitzmax community.</p>
<p>I already play with Farseer in C# and find it very powerful (mainly with concave shape collision).</p>
<p>It&#8217;s a very good idea porting it to Blitzmax ! I didn&#8217;t even know it was possible to do such with .net project. Did you rewrite the whole source (?) or wrap a precompiled library ?</p>
<p>I was having good FPS running your examples (like 105fps on a 64&#215;2 3.8ghz AMD 2go Geforce 7600se) but my impression was that it was a bit slower than the Farseer examples&#8230;</p>
<p>Is this bmx module is fast enough to handle &#8220;now days&#8221; games physics based (Like locoroco, gish, tower of goo and similar with a indie 2D look) ?</p>
<p>Finally what&#8217;s your main idea with this module ?<br />
Open source / Shareware / Freeware / License ?</p>
<p>Thanks</p>
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