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	<title>Comments on: Box2Dwrapper &#8211; Box2DFlashAS3 made simple!</title>
	<atom:link href="http://blog.reyco1.com/box2dwrapper-box2dflashas3-made-simple/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.reyco1.com/box2dwrapper-box2dflashas3-made-simple/</link>
	<description>Digital Media Development, Flash, Flex and AIR</description>
	<lastBuildDate>Tue, 16 Feb 2010 00:27:23 -0800</lastBuildDate>
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		<title>By: sketchbookgames</title>
		<link>http://blog.reyco1.com/box2dwrapper-box2dflashas3-made-simple/comment-page-1/#comment-39</link>
		<dc:creator>sketchbookgames</dc:creator>
		<pubDate>Wed, 01 Apr 2009 17:29:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.reyco1.com/?p=162#comment-39</guid>
		<description>it looks as if you are merging data from Shape Body and custom effects into one data object and hopefully allowing the variables to be changed at run time.  which does require a bit of coding.  it may be helpful to also address the creation and destruction of objects during physics calculations, automatically delaying them until the beginning of the next frame if m_world&#039;s lock is true when the creation and destruction attempts are made.

also to make everything changeable at run time, you will need to be familiar with the worlds reFilter methods.

You could potentially save quite a few people some time and headache&#039;s with this.  However I find the shape/body distinctions very helpful in my own projects.

good luck.</description>
		<content:encoded><![CDATA[<p>it looks as if you are merging data from Shape Body and custom effects into one data object and hopefully allowing the variables to be changed at run time.  which does require a bit of coding.  it may be helpful to also address the creation and destruction of objects during physics calculations, automatically delaying them until the beginning of the next frame if m_world&#8217;s lock is true when the creation and destruction attempts are made.</p>
<p>also to make everything changeable at run time, you will need to be familiar with the worlds reFilter methods.</p>
<p>You could potentially save quite a few people some time and headache&#8217;s with this.  However I find the shape/body distinctions very helpful in my own projects.</p>
<p>good luck.</p>
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		<title>By: Reynaldo</title>
		<link>http://blog.reyco1.com/box2dwrapper-box2dflashas3-made-simple/comment-page-1/#comment-38</link>
		<dc:creator>Reynaldo</dc:creator>
		<pubDate>Wed, 01 Apr 2009 03:15:16 +0000</pubDate>
		<guid isPermaLink="false">http://blog.reyco1.com/?p=162#comment-38</guid>
		<description>@sketchbookgames I totally agree with you. Box2Dwrapper is meant to be used by developers who already code with Box2DFlash, yet feel more comfortable with a more familiar syntax. Box2Dwrapper is in no way meant to substitute Box2DFlash, just make it easier to use in a syntax that we as Flash developers are used to.</description>
		<content:encoded><![CDATA[<p>@sketchbookgames I totally agree with you. Box2Dwrapper is meant to be used by developers who already code with Box2DFlash, yet feel more comfortable with a more familiar syntax. Box2Dwrapper is in no way meant to substitute Box2DFlash, just make it easier to use in a syntax that we as Flash developers are used to.</p>
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	<item>
		<title>By: sketchbookgames</title>
		<link>http://blog.reyco1.com/box2dwrapper-box2dflashas3-made-simple/comment-page-1/#comment-37</link>
		<dc:creator>sketchbookgames</dc:creator>
		<pubDate>Wed, 01 Apr 2009 01:55:38 +0000</pubDate>
		<guid isPermaLink="false">http://blog.reyco1.com/?p=162#comment-37</guid>
		<description>interesting, however i think box2dflash syntax is great the way it is.  Also, I would rather learn the terminology of the code I am using, so when I ask questions its clear.  Perhaps you will save people some learning though.</description>
		<content:encoded><![CDATA[<p>interesting, however i think box2dflash syntax is great the way it is.  Also, I would rather learn the terminology of the code I am using, so when I ask questions its clear.  Perhaps you will save people some learning though.</p>
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		<title>By: gORDEE</title>
		<link>http://blog.reyco1.com/box2dwrapper-box2dflashas3-made-simple/comment-page-1/#comment-31</link>
		<dc:creator>gORDEE</dc:creator>
		<pubDate>Sun, 01 Mar 2009 20:32:06 +0000</pubDate>
		<guid isPermaLink="false">http://blog.reyco1.com/?p=162#comment-31</guid>
		<description>Awesome work! This is really handy, the Box2D syntax is really longwinded. Thanks :)</description>
		<content:encoded><![CDATA[<p>Awesome work! This is really handy, the Box2D syntax is really longwinded. Thanks <img src='http://blog.reyco1.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: admin</title>
		<link>http://blog.reyco1.com/box2dwrapper-box2dflashas3-made-simple/comment-page-1/#comment-30</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Sun, 01 Mar 2009 16:32:18 +0000</pubDate>
		<guid isPermaLink="false">http://blog.reyco1.com/?p=162#comment-30</guid>
		<description>You&#039;re definitely entitled to your opinion. Never the less, wrapping the classes does not slow down the engine in my opinion. Any way, to each his own, right?

You can still access the engine data even through the wrapper though. You still have access to all the definitions and original class via the specified object class, for example, myBox.body, myBody.bodyDef and myBox.polyDef are just a few examples.

I can tell you this much, wrapping the original engine is not as bold as refactoring the whole thing ;)</description>
		<content:encoded><![CDATA[<p>You&#8217;re definitely entitled to your opinion. Never the less, wrapping the classes does not slow down the engine in my opinion. Any way, to each his own, right?</p>
<p>You can still access the engine data even through the wrapper though. You still have access to all the definitions and original class via the specified object class, for example, myBox.body, myBody.bodyDef and myBox.polyDef are just a few examples.</p>
<p>I can tell you this much, wrapping the original engine is not as bold as refactoring the whole thing <img src='http://blog.reyco1.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: szataniol</title>
		<link>http://blog.reyco1.com/box2dwrapper-box2dflashas3-made-simple/comment-page-1/#comment-29</link>
		<dc:creator>szataniol</dc:creator>
		<pubDate>Sun, 01 Mar 2009 15:17:25 +0000</pubDate>
		<guid isPermaLink="false">http://blog.reyco1.com/?p=162#comment-29</guid>
		<description>I thought about developing such wrapper by myself (ya, Box2D api sux) but after few attempts I dropped this idea. The point is that Box2D works as a Controller. You can view it&#039;s output in BitmapData, Stage or even 3D engine such as Papervision3D. Writing a wrapper not only slows down the engine but is also limiting it&#039;s view capabilities. Imo it&#039;s a lot better to write a good tutorial than something like this.</description>
		<content:encoded><![CDATA[<p>I thought about developing such wrapper by myself (ya, Box2D api sux) but after few attempts I dropped this idea. The point is that Box2D works as a Controller. You can view it&#8217;s output in BitmapData, Stage or even 3D engine such as Papervision3D. Writing a wrapper not only slows down the engine but is also limiting it&#8217;s view capabilities. Imo it&#8217;s a lot better to write a good tutorial than something like this.</p>
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		<title>By: admin</title>
		<link>http://blog.reyco1.com/box2dwrapper-box2dflashas3-made-simple/comment-page-1/#comment-28</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Sun, 01 Mar 2009 13:50:43 +0000</pubDate>
		<guid isPermaLink="false">http://blog.reyco1.com/?p=162#comment-28</guid>
		<description>@szataniol Hey man, your totally right, But like I said in the post , 

&lt;blockquote&gt;Please keep in mind that the library is still under development and probably will be for some time&lt;/blockquote&gt;

 and 

&lt;blockquote&gt;Remember, it’s still in its infant stage and undocumented, but I’m still gonna let you guys check it out.
&lt;/blockquote&gt;

What that means, exactly, is that the library is far from complete but that I still wanted you guys to check it out and see what&#039;s in the pipeline. maybe I should have specified that ;)</description>
		<content:encoded><![CDATA[<p>@szataniol Hey man, your totally right, But like I said in the post , </p>
<blockquote><p>Please keep in mind that the library is still under development and probably will be for some time</p></blockquote>
<p> and </p>
<blockquote><p>Remember, it’s still in its infant stage and undocumented, but I’m still gonna let you guys check it out.
</p></blockquote>
<p>What that means, exactly, is that the library is far from complete but that I still wanted you guys to check it out and see what&#8217;s in the pipeline. maybe I should have specified that <img src='http://blog.reyco1.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: szataniol</title>
		<link>http://blog.reyco1.com/box2dwrapper-box2dflashas3-made-simple/comment-page-1/#comment-27</link>
		<dc:creator>szataniol</dc:creator>
		<pubDate>Sun, 01 Mar 2009 10:35:40 +0000</pubDate>
		<guid isPermaLink="false">http://blog.reyco1.com/?p=162#comment-27</guid>
		<description>So what exactly can your wrapper do? Put circles and boxes on the stage? ;) Come on, this is 10% of what Box2DFlashAS3 can do. What about other shapes, joints, contact managment?</description>
		<content:encoded><![CDATA[<p>So what exactly can your wrapper do? Put circles and boxes on the stage? <img src='http://blog.reyco1.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  Come on, this is 10% of what Box2DFlashAS3 can do. What about other shapes, joints, contact managment?</p>
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