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	<title>Comments for generalrelativity</title>
	<atom:link href="http://blog.generalrelativity.org/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.generalrelativity.org</link>
	<description>Game-Oriented Development</description>
	<lastBuildDate>Fri, 06 Jan 2012 17:44:08 -0800</lastBuildDate>
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		<title>Comment on Collision Detection: Circle/Line Segment, Circle/Capsule by Ben Murrell</title>
		<link>http://blog.generalrelativity.org/actionscript-30/collision-detection-circleline-segment-circlecapsule/#comment-179249</link>
		<dc:creator>Ben Murrell</dc:creator>
		<pubDate>Fri, 06 Jan 2012 17:44:08 +0000</pubDate>
		<guid isPermaLink="false">http://blog.generalrelativity.org/?p=48#comment-179249</guid>
		<description>Good job!! Thanks</description>
		<content:encoded><![CDATA[<p>Good job!! Thanks</p>
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	</item>
	<item>
		<title>Comment on AVM2 Memory Considerations and Bit Vectors by MemoryManager revisited</title>
		<link>http://blog.generalrelativity.org/actionscript-30/avm2-memory-considerations-and-bit-vectors/#comment-178501</link>
		<dc:creator>MemoryManager revisited</dc:creator>
		<pubDate>Sun, 18 Dec 2011 17:50:35 +0000</pubDate>
		<guid isPermaLink="false">http://blog.generalrelativity.org/?p=125#comment-178501</guid>
		<description>[...] next test compares an AS3 bit vector implementation from generalrelativity.org with the BitMemory from the ds [...]</description>
		<content:encoded><![CDATA[<p>[...] next test compares an AS3 bit vector implementation from generalrelativity.org with the BitMemory from the ds [...]</p>
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	</item>
	<item>
		<title>Comment on Grape Animation Library by jonathan</title>
		<link>http://blog.generalrelativity.org/actionscript-30/grape-animation-library/#comment-176570</link>
		<dc:creator>jonathan</dc:creator>
		<pubDate>Sat, 08 Oct 2011 21:13:46 +0000</pubDate>
		<guid isPermaLink="false">http://blog.generalrelativity.org/?p=143#comment-176570</guid>
		<description>darn my socks found it, flip I can be a silly beggar, as it was right there in the examples</description>
		<content:encoded><![CDATA[<p>darn my socks found it, flip I can be a silly beggar, as it was right there in the examples</p>
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	</item>
	<item>
		<title>Comment on Grape Animation Library by jonathan</title>
		<link>http://blog.generalrelativity.org/actionscript-30/grape-animation-library/#comment-176568</link>
		<dc:creator>jonathan</dc:creator>
		<pubDate>Sat, 08 Oct 2011 21:06:25 +0000</pubDate>
		<guid isPermaLink="false">http://blog.generalrelativity.org/?p=143#comment-176568</guid>
		<description>this library is the BIZNESS, and now to make a complete plonker of myself: How did you draw the lines on the example swfs?</description>
		<content:encoded><![CDATA[<p>this library is the BIZNESS, and now to make a complete plonker of myself: How did you draw the lines on the example swfs?</p>
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	</item>
	<item>
		<title>Comment on Z-sorting 3D DisplayObjects for Flash Player 10 by Alan</title>
		<link>http://blog.generalrelativity.org/actionscript-30/z-sorting-3d-displayobjects-for-flash-player-10/#comment-175832</link>
		<dc:creator>Alan</dc:creator>
		<pubDate>Wed, 31 Aug 2011 08:46:41 +0000</pubDate>
		<guid isPermaLink="false">http://blog.generalrelativity.org/?p=28#comment-175832</guid>
		<description>Nice solution, thanks for posting!</description>
		<content:encoded><![CDATA[<p>Nice solution, thanks for posting!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Grape Animation Library by Rich</title>
		<link>http://blog.generalrelativity.org/actionscript-30/grape-animation-library/#comment-174304</link>
		<dc:creator>Rich</dc:creator>
		<pubDate>Mon, 25 Jul 2011 14:43:19 +0000</pubDate>
		<guid isPermaLink="false">http://blog.generalrelativity.org/?p=143#comment-174304</guid>
		<description>hi Drew, veyr interesting stuff, I have similar questions to Andrey.
i&#039;m thinking of utilising your engine for a racing style game to using as a fixed track path but would need to be able to:
a) control the velocity / increments along the path
b) break connection to the path
c) restart at any point along the path
d) loop the path
e) interogate the object to know it&#039;s x,z and rotation
f) control the object rotation
g) get the current vectors of the path (to keep associated graphics orientated to the path (signs etc)

can you tell me which if any / all are possible with your engine?

regards, and great work, Rich</description>
		<content:encoded><![CDATA[<p>hi Drew, veyr interesting stuff, I have similar questions to Andrey.<br />
i&#8217;m thinking of utilising your engine for a racing style game to using as a fixed track path but would need to be able to:<br />
a) control the velocity / increments along the path<br />
b) break connection to the path<br />
c) restart at any point along the path<br />
d) loop the path<br />
e) interogate the object to know it&#8217;s x,z and rotation<br />
f) control the object rotation<br />
g) get the current vectors of the path (to keep associated graphics orientated to the path (signs etc)</p>
<p>can you tell me which if any / all are possible with your engine?</p>
<p>regards, and great work, Rich</p>
]]></content:encoded>
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	<item>
		<title>Comment on SLRBS demo by romper</title>
		<link>http://blog.generalrelativity.org/actionscript-30/slrbs-demo/#comment-173598</link>
		<dc:creator>romper</dc:creator>
		<pubDate>Sat, 09 Jul 2011 02:53:12 +0000</pubDate>
		<guid isPermaLink="false">http://blog.generalrelativity.org/?p=36#comment-173598</guid>
		<description>Ive recently become a big fan of Foam.  I finding it really easy to work with and understand for some games i have been working.   I am wondering what happened to SLRBS?</description>
		<content:encoded><![CDATA[<p>Ive recently become a big fan of Foam.  I finding it really easy to work with and understand for some games i have been working.   I am wondering what happened to SLRBS?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Grape Animation Library by ActionScript Library</title>
		<link>http://blog.generalrelativity.org/actionscript-30/grape-animation-library/#comment-173560</link>
		<dc:creator>ActionScript Library</dc:creator>
		<pubDate>Fri, 08 Jul 2011 10:41:40 +0000</pubDate>
		<guid isPermaLink="false">http://blog.generalrelativity.org/?p=143#comment-173560</guid>
		<description>[...] http://blog.generalrelativity.or &#8230; -animation-library/ [...]</description>
		<content:encoded><![CDATA[<p>[...] <a href="http://blog.generalrelativity.or" rel="nofollow">http://blog.generalrelativity.or</a> &#8230; -animation-library/ [...]</p>
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	</item>
	<item>
		<title>Comment on FOAM Rigid Body Physics Engine Alpha Release 0.1 by AS3 opensource project &#171; Sharring Your Life</title>
		<link>http://blog.generalrelativity.org/actionscript-30/foam-rigid-body-physics-engine-alpha-release-01/#comment-173269</link>
		<dc:creator>AS3 opensource project &#171; Sharring Your Life</dc:creator>
		<pubDate>Thu, 30 Jun 2011 05:15:22 +0000</pubDate>
		<guid isPermaLink="false">http://blog.generalrelativity.org/?p=17#comment-173269</guid>
		<description>[...] 17. FOAM FOAM is primarily intended as a resource for developers interested in simulating physics. It has a carefully thought out OOP structure and modular design. A savvy developer should have no problem extending and repurposing FOAM to his own ends. The Foam datatype is in fact not a physics engine but an interface for simulating physics. It offers a simple means to create, control and run a simulation- it purposefully keeps the more nitty gritty, behind-the-scenes operations shielded from the casual developer. A physics engine is simply part of its composition. [...]</description>
		<content:encoded><![CDATA[<p>[...] 17. FOAM FOAM is primarily intended as a resource for developers interested in simulating physics. It has a carefully thought out OOP structure and modular design. A savvy developer should have no problem extending and repurposing FOAM to his own ends. The Foam datatype is in fact not a physics engine but an interface for simulating physics. It offers a simple means to create, control and run a simulation- it purposefully keeps the more nitty gritty, behind-the-scenes operations shielded from the casual developer. A physics engine is simply part of its composition. [...]</p>
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	</item>
	<item>
		<title>Comment on Collision Detection: Circle/Line Segment, Circle/Capsule by Galindo</title>
		<link>http://blog.generalrelativity.org/actionscript-30/collision-detection-circleline-segment-circlecapsule/#comment-173254</link>
		<dc:creator>Galindo</dc:creator>
		<pubDate>Wed, 29 Jun 2011 20:15:49 +0000</pubDate>
		<guid isPermaLink="false">http://blog.generalrelativity.org/?p=48#comment-173254</guid>
		<description>Much Thanks!! Nice work. :)
Another implmentation:

// Line segment between MovieClip(A) and MovieClip(B).
private function Loop(e:Event):void
{
	var mouseVec:Vector2D = new Vector2D(stage.mouseX, stage.mouseY);
	var aVec:Vector2D = new Vector2D(Ball1.x, Ball1.y);
	var bVec:Vector2D = new Vector2D(Ball2.x, Ball2.y);
	
	// Calc closest point
	var P:Vector2D = ClosestPoint(
		mouseVec,
		aVec,
		bVec
	);
	
	var PCirc:Vector2D = P.GetDifference( mouseVec );
	var Mag:Number = PCirc.Magnitude;
	
	// Occours
	if(Mag  0)
		{
			PCirc.Multiply(1 / Mag);
		}
		mouseVec.x += PCirc.x * (Mag - Radius);
		mouseVec.y += PCirc.y * (Mag - Radius);
	}

	Circle.x = mouseVec.x;
	Circle.y = mouseVec.y;
}</description>
		<content:encoded><![CDATA[<p>Much Thanks!! Nice work. <img src='http://blog.generalrelativity.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
Another implmentation:</p>
<p>// Line segment between MovieClip(A) and MovieClip(B).<br />
private function Loop(e:Event):void<br />
{<br />
	var mouseVec:Vector2D = new Vector2D(stage.mouseX, stage.mouseY);<br />
	var aVec:Vector2D = new Vector2D(Ball1.x, Ball1.y);<br />
	var bVec:Vector2D = new Vector2D(Ball2.x, Ball2.y);</p>
<p>	// Calc closest point<br />
	var P:Vector2D = ClosestPoint(<br />
		mouseVec,<br />
		aVec,<br />
		bVec<br />
	);</p>
<p>	var PCirc:Vector2D = P.GetDifference( mouseVec );<br />
	var Mag:Number = PCirc.Magnitude;</p>
<p>	// Occours<br />
	if(Mag  0)<br />
		{<br />
			PCirc.Multiply(1 / Mag);<br />
		}<br />
		mouseVec.x += PCirc.x * (Mag &#8211; Radius);<br />
		mouseVec.y += PCirc.y * (Mag &#8211; Radius);<br />
	}</p>
<p>	Circle.x = mouseVec.x;<br />
	Circle.y = mouseVec.y;<br />
}</p>
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