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	<title>Comments on: Flavors of Farseer&#8230;and new Module!</title>
	<atom:link href="http://www.paradeofrain.com/2008/06/flavors-of-farseerand-blitzmax-module/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.paradeofrain.com/2008/06/flavors-of-farseerand-blitzmax-module/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=flavors-of-farseerand-blitzmax-module</link>
	<description>Indie Game Development</description>
	<lastBuildDate>Wed, 25 Jan 2012 11:48:04 +0000</lastBuildDate>
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		<title>By: Leonard</title>
		<link>http://www.paradeofrain.com/2008/06/flavors-of-farseerand-blitzmax-module/comment-page-1/#comment-40038</link>
		<dc:creator>Leonard</dc:creator>
		<pubDate>Sun, 29 Jun 2008 01:48:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=94#comment-40038</guid>
		<description>I just find it easier to remember that rather than
body.SetPosition(Vector2.Create(100, 200)... And i had found out how to do polygons with a little trial and error, was trying to do:
Vert:Vertices = New Vertices
Like you do on C# but its TVertices for Blitzmax lol</description>
		<content:encoded><![CDATA[<p>I just find it easier to remember that rather than<br />
body.SetPosition(Vector2.Create(100, 200)&#8230; And i had found out how to do polygons with a little trial and error, was trying to do:<br />
Vert:Vertices = New Vertices<br />
Like you do on C# but its TVertices for Blitzmax lol</p>
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	<item>
		<title>By: Alex</title>
		<link>http://www.paradeofrain.com/2008/06/flavors-of-farseerand-blitzmax-module/comment-page-1/#comment-40037</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Sun, 29 Jun 2008 01:44:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=94#comment-40037</guid>
		<description>From the looks of it, it doesn&#039;t seem like it&#039;d break anything. Although doesn&#039;t that function you posted seem a bit redundant?

As for creating polygons, my &lt;a href=&quot;http://www.paradeofrain.com/?page_id=95&quot; rel=&quot;nofollow&quot;&gt;&lt;strong&gt;latest post&lt;/strong&gt;&lt;/a&gt; I hope helps illustrate how you go about doing that
</description>
		<content:encoded><![CDATA[<p>From the looks of it, it doesn&#8217;t seem like it&#8217;d break anything. Although doesn&#8217;t that function you posted seem a bit redundant?</p>
<p>As for creating polygons, my <a href="http://www.paradeofrain.com/?page_id=95" rel="nofollow"><strong>latest post</strong></a> I hope helps illustrate how you go about doing that</p>
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	<item>
		<title>By: Leonard</title>
		<link>http://www.paradeofrain.com/2008/06/flavors-of-farseerand-blitzmax-module/comment-page-1/#comment-40027</link>
		<dc:creator>Leonard</dc:creator>
		<pubDate>Sat, 28 Jun 2008 22:30:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=94#comment-40027</guid>
		<description>Hey, me again... Ive made my own functions in a new file and wanted to know if it would corrupt anything if i imported it into the DemoLib.bmx rather than all of my projects? Its just a few things like

Function Friction(X:TGeom, Y:Float)
	X.SetFrictionCoefficient(Y)
End Function

Also, how do i make my own Polygons?</description>
		<content:encoded><![CDATA[<p>Hey, me again&#8230; Ive made my own functions in a new file and wanted to know if it would corrupt anything if i imported it into the DemoLib.bmx rather than all of my projects? Its just a few things like</p>
<p>Function Friction(X:TGeom, Y:Float)<br />
	X.SetFrictionCoefficient(Y)<br />
End Function</p>
<p>Also, how do i make my own Polygons?</p>
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	<item>
		<title>By: Alex</title>
		<link>http://www.paradeofrain.com/2008/06/flavors-of-farseerand-blitzmax-module/comment-page-1/#comment-38944</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Thu, 19 Jun 2008 20:33:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=94#comment-38944</guid>
		<description>Awesome!

Yea with the larger time step and with such a cramped space, more object interactions happen per step hence the slow-down. The fixed time-step logic isn&#039;t perfect either.</description>
		<content:encoded><![CDATA[<p>Awesome!</p>
<p>Yea with the larger time step and with such a cramped space, more object interactions happen per step hence the slow-down. The fixed time-step logic isn&#8217;t perfect either.</p>
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	<item>
		<title>By: Leonard</title>
		<link>http://www.paradeofrain.com/2008/06/flavors-of-farseerand-blitzmax-module/comment-page-1/#comment-37823</link>
		<dc:creator>Leonard</dc:creator>
		<pubDate>Fri, 06 Jun 2008 16:07:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=94#comment-37823</guid>
		<description>Thanks for putting it in a module version... i never knew hw to actually use it when it wasnt like that lol, DLing now</description>
		<content:encoded><![CDATA[<p>Thanks for putting it in a module version&#8230; i never knew hw to actually use it when it wasnt like that lol, DLing now</p>
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	<item>
		<title>By: ARme</title>
		<link>http://www.paradeofrain.com/2008/06/flavors-of-farseerand-blitzmax-module/comment-page-1/#comment-37630</link>
		<dc:creator>ARme</dc:creator>
		<pubDate>Wed, 04 Jun 2008 11:48:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=94#comment-37630</guid>
		<description>Hohoo Much more impressive when you set a higher time step !
Except for the stress demo 8, everything run very very slow (like 5 fps). Maybe it&#039;s because this demo do something with the _dt variable.
But the rest still run at the same speed of 100 fps.
I like the fluid simulation when i&#039;s quicker ^^</description>
		<content:encoded><![CDATA[<p>Hohoo Much more impressive when you set a higher time step !<br />
Except for the stress demo 8, everything run very very slow (like 5 fps). Maybe it&#8217;s because this demo do something with the _dt variable.<br />
But the rest still run at the same speed of 100 fps.<br />
I like the fluid simulation when i&#8217;s quicker ^^</p>
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