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	<title>Comments on: More Farseer.BMX</title>
	<atom:link href="http://www.paradeofrain.com/2008/05/more-farseerbmx/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.paradeofrain.com/2008/05/more-farseerbmx/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=more-farseerbmx</link>
	<description>Indie Game Development</description>
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		<title>By: leng46uk</title>
		<link>http://www.paradeofrain.com/2008/05/more-farseerbmx/comment-page-1/#comment-61621</link>
		<dc:creator>leng46uk</dc:creator>
		<pubDate>Tue, 25 May 2010 14:01:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=84#comment-61621</guid>
		<description>Hi, i just downloaded the BlitzMAX demo, and the farseer.zip, and followed the install instructions. But when i try to run the demo it fails and says
&quot;
Compile Error
Can&#039;t find interface for module &#039;aco.farseerphysics&#039;
&quot;

What to do?
Probably i am just thick. 

I extracted the farseerModule.zip to the mod folder. Please help! This looks like great fun.</description>
		<content:encoded><![CDATA[<p>Hi, i just downloaded the BlitzMAX demo, and the farseer.zip, and followed the install instructions. But when i try to run the demo it fails and says<br />
&#8221;<br />
Compile Error<br />
Can&#8217;t find interface for module &#8216;aco.farseerphysics&#8217;<br />
&#8221;</p>
<p>What to do?<br />
Probably i am just thick. </p>
<p>I extracted the farseerModule.zip to the mod folder. Please help! This looks like great fun.</p>
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		<title>By: Alex</title>
		<link>http://www.paradeofrain.com/2008/05/more-farseerbmx/comment-page-1/#comment-37237</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Sat, 31 May 2008 02:14:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=84#comment-37237</guid>
		<description>Almost there, just a few more classes and fine tuning :).

Leonard, that library looks interesting, but I wouldn&#039;t be the person to port/wrap it for Blitzmax. I&#039;m porting Farseer because I saw use for it for my own projects in Blitzmax, and figured the rest of the community could benefit from it if I took the port all the way and added some polish to it.

A dynamic damage system would be rather challenging to implement in 2D real-time both in regards to rendering and physics. There isn&#039;t much stopping you from changing the geometry in Farseer on the fly, but I haven&#039;t really done any practical tests to see if this is feasible to do in real-time. Also, the &#039;constructor&#039; methods aren&#039;t as heavily optimized as the run-time methods for speed.</description>
		<content:encoded><![CDATA[<p>Almost there, just a few more classes and fine tuning <img src='http://www.paradeofrain.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
<p>Leonard, that library looks interesting, but I wouldn&#8217;t be the person to port/wrap it for Blitzmax. I&#8217;m porting Farseer because I saw use for it for my own projects in Blitzmax, and figured the rest of the community could benefit from it if I took the port all the way and added some polish to it.</p>
<p>A dynamic damage system would be rather challenging to implement in 2D real-time both in regards to rendering and physics. There isn&#8217;t much stopping you from changing the geometry in Farseer on the fly, but I haven&#8217;t really done any practical tests to see if this is feasible to do in real-time. Also, the &#8216;constructor&#8217; methods aren&#8217;t as heavily optimized as the run-time methods for speed.</p>
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	<item>
		<title>By: Leonard</title>
		<link>http://www.paradeofrain.com/2008/05/more-farseerbmx/comment-page-1/#comment-36995</link>
		<dc:creator>Leonard</dc:creator>
		<pubDate>Wed, 28 May 2008 17:34:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=84#comment-36995</guid>
		<description>Ye me toom looks alot more promising then some of the other physics engines, Id just like to ask though... Do you think that it would be possible to do a port over to BlitzMax or Blitz3D from C++ on the library on this site? 

http://www.alecrivers.com/physical/overview.htm

Its basically just a physics engine with a built in damage system that is pretty good and would be a good feature to have in future games...

Leonard</description>
		<content:encoded><![CDATA[<p>Ye me toom looks alot more promising then some of the other physics engines, Id just like to ask though&#8230; Do you think that it would be possible to do a port over to BlitzMax or Blitz3D from C++ on the library on this site? </p>
<p><a href="http://www.alecrivers.com/physical/overview.htm" rel="nofollow">http://www.alecrivers.com/physical/overview.htm</a></p>
<p>Its basically just a physics engine with a built in damage system that is pretty good and would be a good feature to have in future games&#8230;</p>
<p>Leonard</p>
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	<item>
		<title>By: ARme</title>
		<link>http://www.paradeofrain.com/2008/05/more-farseerbmx/comment-page-1/#comment-36965</link>
		<dc:creator>ARme</dc:creator>
		<pubDate>Wed, 28 May 2008 07:17:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=84#comment-36965</guid>
		<description>Very promising portage !

Waiting to see the engine in action inside my BlitzMax ^^

Keep on the good work :)</description>
		<content:encoded><![CDATA[<p>Very promising portage !</p>
<p>Waiting to see the engine in action inside my BlitzMax ^^</p>
<p>Keep on the good work <img src='http://www.paradeofrain.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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