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	<title>Comments on: Announcing new physics engine in AS3</title>
	<atom:link href="http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/</link>
	<description>♥</description>
	<lastBuildDate>Wed, 08 Sep 2010 19:10:59 +0000</lastBuildDate>
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		<title>By: fifeiSky</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-32741</link>
		<dc:creator>fifeiSky</dc:creator>
		<pubDate>Sun, 28 Mar 2010 13:30:36 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-32741</guid>
		<description>作为一个china的as编人员不的不佩服你，我正在研究物理引擎  谢谢 这是很好的资料</description>
		<content:encoded><![CDATA[<p>作为一个china的as编人员不的不佩服你，我正在研究物理引擎  谢谢 这是很好的资料</p>
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	<item>
		<title>By: ozgur uksal</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-27294</link>
		<dc:creator>ozgur uksal</dc:creator>
		<pubDate>Fri, 03 Apr 2009 20:24:05 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-27294</guid>
		<description>I don&#039;t know the status of this engine, but I can tell that it seems better than the current ones even though I posting my comment three years after this engine was released. I used other engines, and didn&#039;t see any support from any available engines for drawing the edge shape (yellow) as the ground. 

Sincerely,</description>
		<content:encoded><![CDATA[<p>I don&#8217;t know the status of this engine, but I can tell that it seems better than the current ones even though I posting my comment three years after this engine was released. I used other engines, and didn&#8217;t see any support from any available engines for drawing the edge shape (yellow) as the ground. </p>
<p>Sincerely,</p>
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	</item>
	<item>
		<title>By: Flex Coding &#171; Rameshgoud&#8217;s Flex Weblog</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-18948</link>
		<dc:creator>Flex Coding &#171; Rameshgoud&#8217;s Flex Weblog</dc:creator>
		<pubDate>Sat, 25 Oct 2008 11:14:21 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-18948</guid>
		<description>[...] RemoteObject vs WebService benchmark Nico Lierman :: Flex performance component Physics Engines Andre Michelle Moto Flash Physics Engine Scope Timothée Groleau :: Scope Chain and Memory waste in Flash MX [...]</description>
		<content:encoded><![CDATA[<p>[...] RemoteObject vs WebService benchmark Nico Lierman :: Flex performance component Physics Engines Andre Michelle Moto Flash Physics Engine Scope Timothée Groleau :: Scope Chain and Memory waste in Flash MX [...]</p>
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	<item>
		<title>By: FLEX CODING &#171; welcome nandhu</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-18664</link>
		<dc:creator>FLEX CODING &#171; welcome nandhu</dc:creator>
		<pubDate>Thu, 23 Oct 2008 03:52:30 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-18664</guid>
		<description>[...]  Andre Michelle [...]</description>
		<content:encoded><![CDATA[<p>[...]  Andre Michelle [...]</p>
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	<item>
		<title>By: Flex with Java &#171; anil4it</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-16936</link>
		<dc:creator>Flex with Java &#171; anil4it</dc:creator>
		<pubDate>Tue, 30 Sep 2008 12:23:45 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-16936</guid>
		<description>[...] RemoteObject vs WebService benchmark Nico Lierman :: Flex performance component Physics Engines Andre Michelle Moto Flash Physics Engine Scope Timothée Groleau :: Scope Chain and Memory waste in Flash MX [...]</description>
		<content:encoded><![CDATA[<p>[...] RemoteObject vs WebService benchmark Nico Lierman :: Flex performance component Physics Engines Andre Michelle Moto Flash Physics Engine Scope Timothée Groleau :: Scope Chain and Memory waste in Flash MX [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Flex Coding &#171; Panduramesh&#8217;s Weblog</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-16471</link>
		<dc:creator>Flex Coding &#171; Panduramesh&#8217;s Weblog</dc:creator>
		<pubDate>Fri, 19 Sep 2008 12:20:53 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-16471</guid>
		<description>[...] RemoteObject vs WebService benchmark Nico Lierman :: Flex performance component Physics Engines Andre Michelle Moto Flash Physics Engine Scope Timothée Groleau :: Scope Chain and Memory waste in Flash MX [...]</description>
		<content:encoded><![CDATA[<p>[...] RemoteObject vs WebService benchmark Nico Lierman :: Flex performance component Physics Engines Andre Michelle Moto Flash Physics Engine Scope Timothée Groleau :: Scope Chain and Memory waste in Flash MX [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Albert</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-3675</link>
		<dc:creator>Albert</dc:creator>
		<pubDate>Thu, 01 May 2008 14:39:53 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-3675</guid>
		<description>for grid subdivision have you thought about quadtrees? would also be fairly fast for repositioning geometry?</description>
		<content:encoded><![CDATA[<p>for grid subdivision have you thought about quadtrees? would also be fairly fast for repositioning geometry?</p>
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		<title>By: jon</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-807</link>
		<dc:creator>jon</dc:creator>
		<pubDate>Wed, 17 Jan 2007 04:42:49 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-807</guid>
		<description>runs great, 53 fps, firefox/pc/1 gig ram, 2ghz AMD

really great work as always andre</description>
		<content:encoded><![CDATA[<p>runs great, 53 fps, firefox/pc/1 gig ram, 2ghz AMD</p>
<p>really great work as always andre</p>
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		<title>By: Lkke</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-806</link>
		<dc:creator>Lkke</dc:creator>
		<pubDate>Tue, 17 Oct 2006 08:30:20 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-806</guid>
		<description>what do you think of a non-corner based method of grabbing these polys? You may not need it but it seems more intuitive for me to grab anywhere inside the polygons. I was thinking of creating maybe two mousesprings instead of the current one…</description>
		<content:encoded><![CDATA[<p>what do you think of a non-corner based method of grabbing these polys? You may not need it but it seems more intuitive for me to grab anywhere inside the polygons. I was thinking of creating maybe two mousesprings instead of the current one…</p>
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		<title>By: Matt Rix</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-805</link>
		<dc:creator>Matt Rix</dc:creator>
		<pubDate>Tue, 19 Sep 2006 02:29:03 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-805</guid>
		<description>Hi, this looks really cool.

I was just wondering: What kind of license will this be released under? ... And what am I allowed to do with the current source code?

Thanks,

-Matt</description>
		<content:encoded><![CDATA[<p>Hi, this looks really cool.</p>
<p>I was just wondering: What kind of license will this be released under? &#8230; And what am I allowed to do with the current source code?</p>
<p>Thanks,</p>
<p>-Matt</p>
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	<item>
		<title>By: Paul</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-804</link>
		<dc:creator>Paul</dc:creator>
		<pubDate>Fri, 08 Sep 2006 19:11:40 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-804</guid>
		<description>And I&#039;d guess that Andre&#039;s verlet engine will run a lot faster than ODE in AS3.  His stuff seems pretty efficient and verlet is generally faster than a rigid body simulation like ODE.

Fun stuff!</description>
		<content:encoded><![CDATA[<p>And I&#8217;d guess that Andre&#8217;s verlet engine will run a lot faster than ODE in AS3.  His stuff seems pretty efficient and verlet is generally faster than a rigid body simulation like ODE.</p>
<p>Fun stuff!</p>
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	<item>
		<title>By: AVisioN</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-786</link>
		<dc:creator>AVisioN</dc:creator>
		<pubDate>Thu, 07 Sep 2006 23:41:29 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-786</guid>
		<description>Good work. Is this a sideeffect of our german weather these days ?

The problem with Javaode is that it`s a (API)wrapper and not rewritten in Java. And javaode already has it`s own problems.. so someone would port a port wich allready has problems. If this could end up well ?</description>
		<content:encoded><![CDATA[<p>Good work. Is this a sideeffect of our german weather these days ?</p>
<p>The problem with Javaode is that it`s a (API)wrapper and not rewritten in Java. And javaode already has it`s own problems.. so someone would port a port wich allready has problems. If this could end up well ?</p>
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	<item>
		<title>By: mianwo</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-793</link>
		<dc:creator>mianwo</dc:creator>
		<pubDate>Tue, 29 Aug 2006 08:28:20 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-793</guid>
		<description>Great work!!
Are these bricks rigid body?
How do you build those walls? Bezier curve?
It&#039;s REALY fast and accurate, have you tried impliment joints?

Do you know ODE, the Open Dynamics Engine? There is also a java version ODEjava. with AS3, I think it&#039;s possible to implement a AS version of ODE.</description>
		<content:encoded><![CDATA[<p>Great work!!<br />
Are these bricks rigid body?<br />
How do you build those walls? Bezier curve?<br />
It&#8217;s REALY fast and accurate, have you tried impliment joints?</p>
<p>Do you know ODE, the Open Dynamics Engine? There is also a java version ODEjava. with AS3, I think it&#8217;s possible to implement a AS version of ODE.</p>
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		<title>By: Dennis</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-784</link>
		<dc:creator>Dennis</dc:creator>
		<pubDate>Mon, 28 Aug 2006 09:44:32 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-784</guid>
		<description>to Joe: Yes, I know, some experienced people can tidy their garbage themselves :)
Anyway the lag amounts to 20-50 ms. It&#039;s noticable for smooth lineal motion.
And the most bad thing is GC works asynch, and there is no way to forecast this perfomance lag...</description>
		<content:encoded><![CDATA[<p>to Joe: Yes, I know, some experienced people can tidy their garbage themselves :)<br />
Anyway the lag amounts to 20-50 ms. It&#8217;s noticable for smooth lineal motion.<br />
And the most bad thing is GC works asynch, and there is no way to forecast this perfomance lag&#8230;</p>
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		<title>By: joa</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-783</link>
		<dc:creator>joa</dc:creator>
		<pubDate>Sun, 27 Aug 2006 13:46:37 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-783</guid>
		<description>dennis, i can give you some advice. the garbage collector removes unused instances etc. so a possible workaround is to reuse your instances instead of creating thousands of new ones :)

this will speed up the garbage collection. of course you will recognize a lag in performance but a smaller one.</description>
		<content:encoded><![CDATA[<p>dennis, i can give you some advice. the garbage collector removes unused instances etc. so a possible workaround is to reuse your instances instead of creating thousands of new ones :)</p>
<p>this will speed up the garbage collection. of course you will recognize a lag in performance but a smaller one.</p>
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		<title>By: Paul</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-785</link>
		<dc:creator>Paul</dc:creator>
		<pubDate>Thu, 24 Aug 2006 19:34:40 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-785</guid>
		<description>Andre, thanks for the great work!  Love the performance of this engine (and AS3).

Can you tell us if you&#039;ll implement more classes than just ..complex.RegularSpringPoly?  I&#039;m wondering if I should work on a RegularCircle, RegularWheel, etc.

Also, what do you think of a non-corner based method of grabbing these polys?  You may not need it but it seems more intuitive for me to grab anywhere inside the polygons.  I was thinking of creating maybe two mousesprings instead of the current one...


thanks-
Paul</description>
		<content:encoded><![CDATA[<p>Andre, thanks for the great work!  Love the performance of this engine (and AS3).</p>
<p>Can you tell us if you&#8217;ll implement more classes than just ..complex.RegularSpringPoly?  I&#8217;m wondering if I should work on a RegularCircle, RegularWheel, etc.</p>
<p>Also, what do you think of a non-corner based method of grabbing these polys?  You may not need it but it seems more intuitive for me to grab anywhere inside the polygons.  I was thinking of creating maybe two mousesprings instead of the current one&#8230;</p>
<p>thanks-<br />
Paul</p>
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		<title>By: Diego</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-803</link>
		<dc:creator>Diego</dc:creator>
		<pubDate>Wed, 23 Aug 2006 09:56:11 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-803</guid>
		<description>excuse me, 35-38 :P</description>
		<content:encoded><![CDATA[<p>excuse me, 35-38 :P</p>
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	<item>
		<title>By: Diego</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-802</link>
		<dc:creator>Diego</dc:creator>
		<pubDate>Wed, 23 Aug 2006 09:55:35 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-802</guid>
		<description>neat!
53-38 fps in Opera (amd 2ghz, 1gb ram)</description>
		<content:encoded><![CDATA[<p>neat!<br />
53-38 fps in Opera (amd 2ghz, 1gb ram)</p>
]]></content:encoded>
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	<item>
		<title>By: Dennis</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-801</link>
		<dc:creator>Dennis</dc:creator>
		<pubDate>Mon, 21 Aug 2006 10:36:17 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-801</guid>
		<description>I&#039;ve noticed, that the motion speed is not constant (waving a little), more visible on weak machines. I have the same problem in my AS3 applications. I&#039;ve tested them with getTimer() and found that some simple linear code snippet can be executed in 1 millisecond or in 50(!) milliseconds (rare but periodic).
Possible this is Garbage collector (runing several times in second). What should we do, guru?

Tell somebody to Adobe to make global property .disableGarbageCollector to disable it temporary if needed... :)</description>
		<content:encoded><![CDATA[<p>I&#8217;ve noticed, that the motion speed is not constant (waving a little), more visible on weak machines. I have the same problem in my AS3 applications. I&#8217;ve tested them with getTimer() and found that some simple linear code snippet can be executed in 1 millisecond or in 50(!) milliseconds (rare but periodic).<br />
Possible this is Garbage collector (runing several times in second). What should we do, guru?</p>
<p>Tell somebody to Adobe to make global property .disableGarbageCollector to disable it temporary if needed&#8230; :)</p>
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	<item>
		<title>By: André Michelle</title>
		<link>http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/comment-page-1/#comment-800</link>
		<dc:creator>André Michelle</dc:creator>
		<pubDate>Mon, 21 Aug 2006 08:47:01 +0000</pubDate>
		<guid isPermaLink="false">http://blog.andre-michelle.com/2006/announcing-new-physics-engine-in-as3/#comment-800</guid>
		<description>The springs are not integrated over time while the collision-response is acting. They are only updated each frame. For more corners, you should create the springs manually.</description>
		<content:encoded><![CDATA[<p>The springs are not integrated over time while the collision-response is acting. They are only updated each frame. For more corners, you should create the springs manually.</p>
]]></content:encoded>
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