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	<title>Comments on: Collision detection between particles and polygons</title>
	<atom:link href="http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons/feed" rel="self" type="application/rss+xml" />
	<link>http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons</link>
	<description>personal flash/actionscript work - lee felarca</description>
	<pubDate>Mon, 08 Sep 2008 13:11:23 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.5</generator>
		<item>
		<title>By: kapil</title>
		<link>http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-17270</link>
		<dc:creator>kapil</dc:creator>
		<pubDate>Mon, 25 Aug 2008 11:57:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-17270</guid>
		<description>hi writer

I am new in Graphics programming and written simply as you have mentioned. My Project is working fine , but i have two questions.

1. when u said to reverse the velocity of the particle. what does that mean.
    ( as in my program 
      A. i have calculated the distance between the last Position (before collide) and next    supposed position (without collision) and that distance is considered as speed at a particular frame of time and that is applied for calculating next position after PLANE hit)

2. i need some solution in which plane is also translating, rotating, or scaling..


I am new in Posting Problems...
If u didn't get my problem, i can again explain in detail.</description>
		<content:encoded><![CDATA[<p>hi writer</p>
<p>I am new in Graphics programming and written simply as you have mentioned. My Project is working fine , but i have two questions.</p>
<p>1. when u said to reverse the velocity of the particle. what does that mean.<br />
    ( as in my program<br />
      A. i have calculated the distance between the last Position (before collide) and next    supposed position (without collision) and that distance is considered as speed at a particular frame of time and that is applied for calculating next position after PLANE hit)</p>
<p>2. i need some solution in which plane is also translating, rotating, or scaling..</p>
<p>I am new in Posting Problems&#8230;<br />
If u didn&#8217;t get my problem, i can again explain in detail.</p>
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	<item>
		<title>By: Ari Braginsky</title>
		<link>http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-13158</link>
		<dc:creator>Ari Braginsky</dc:creator>
		<pubDate>Fri, 20 Jun 2008 20:16:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-13158</guid>
		<description>FYI the Flex 3 project is easily converted to build in Flashdevelop.

Just create a new AS3 Flashdevelop project file in the "\ParticleCollisionTest\src" folder and add "ParticleCollisionTest\src_pv" to the project classpath.  

Be sure to also add an output SWF filename to the project settings.</description>
		<content:encoded><![CDATA[<p>FYI the Flex 3 project is easily converted to build in Flashdevelop.</p>
<p>Just create a new AS3 Flashdevelop project file in the &#8220;\ParticleCollisionTest\src&#8221; folder and add &#8220;ParticleCollisionTest\src_pv&#8221; to the project classpath.  </p>
<p>Be sure to also add an output SWF filename to the project settings.</p>
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		<title>By: Fabrice Closier</title>
		<link>http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-5306</link>
		<dc:creator>Fabrice Closier</dc:creator>
		<pubDate>Wed, 05 Mar 2008 14:24:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-5306</guid>
		<description>That's the kind of class that will give birth to many applications. Well done!</description>
		<content:encoded><![CDATA[<p>That&#8217;s the kind of class that will give birth to many applications. Well done!</p>
]]></content:encoded>
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	<item>
		<title>By: andrew</title>
		<link>http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-2834</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Thu, 21 Feb 2008 10:50:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-2834</guid>
		<description>import com.lee.papervision.LeeCamera3D;
	import com.lee.papervision.PlaneHorizontal;
	import com.lee.papervision.Util3D;

where i can find those classes?
A.</description>
		<content:encoded><![CDATA[<p>import com.lee.papervision.LeeCamera3D;<br />
	import com.lee.papervision.PlaneHorizontal;<br />
	import com.lee.papervision.Util3D;</p>
<p>where i can find those classes?<br />
A.</p>
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	<item>
		<title>By: Bela Korcsog</title>
		<link>http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-666</link>
		<dc:creator>Bela Korcsog</dc:creator>
		<pubDate>Mon, 07 Jan 2008 20:10:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-666</guid>
		<description>you are out of this world!

Awesome effect!</description>
		<content:encoded><![CDATA[<p>you are out of this world!</p>
<p>Awesome effect!</p>
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	<item>
		<title>By: Nate Chatellier</title>
		<link>http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-665</link>
		<dc:creator>Nate Chatellier</dc:creator>
		<pubDate>Mon, 07 Jan 2008 19:15:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-665</guid>
		<description>Brilliant!</description>
		<content:encoded><![CDATA[<p>Brilliant!</p>
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	<item>
		<title>By: duzengqiang</title>
		<link>http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-661</link>
		<dc:creator>duzengqiang</dc:creator>
		<pubDate>Mon, 07 Jan 2008 07:09:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-661</guid>
		<description>Excellent!
Thanks!</description>
		<content:encoded><![CDATA[<p>Excellent!<br />
Thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: katopz</title>
		<link>http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-659</link>
		<dc:creator>katopz</dc:creator>
		<pubDate>Mon, 07 Jan 2008 03:53:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-659</guid>
		<description>i-think-i-love-u ;D</description>
		<content:encoded><![CDATA[<p>i-think-i-love-u ;D</p>
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	<item>
		<title>By: Keith Peters</title>
		<link>http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-657</link>
		<dc:creator>Keith Peters</dc:creator>
		<pubDate>Sun, 06 Jan 2008 22:36:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-657</guid>
		<description>bookmarked. thanks!</description>
		<content:encoded><![CDATA[<p>bookmarked. thanks!</p>
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	<item>
		<title>By: Ted &#124; Limina.Studio</title>
		<link>http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-656</link>
		<dc:creator>Ted &#124; Limina.Studio</dc:creator>
		<pubDate>Sun, 06 Jan 2008 18:59:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeropointnine.com/blog/collision-detection-between-particles-and-polygons#comment-656</guid>
		<description>REALLY impressive.  Very nice.  Excellent framerate!!  And yes, as far as I can tell from your explanation, the bounce math sounds right to me; abs(input_angle - normal) should equal abs(output_angle - normal).</description>
		<content:encoded><![CDATA[<p>REALLY impressive.  Very nice.  Excellent framerate!!  And yes, as far as I can tell from your explanation, the bounce math sounds right to me; abs(input_angle - normal) should equal abs(output_angle - normal).</p>
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