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	<title>Comments on: Learning to Live With Physical Limitations</title>
	<atom:link href="http://deadshift.com/blog/learning-to-live-with-physical-limitations/feed" rel="self" type="application/rss+xml" />
	<link>http://deadshift.com/blog/learning-to-live-with-physical-limitations</link>
	<description>Making something killer &#62;:]</description>
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		<title>By: PolyVector</title>
		<link>http://deadshift.com/blog/learning-to-live-with-physical-limitations/comment-page-1#comment-21</link>
		<dc:creator>PolyVector</dc:creator>
		<pubDate>Mon, 30 Nov 2009 01:14:48 +0000</pubDate>
		<guid isPermaLink="false">http://deadshift.com/?p=62#comment-21</guid>
		<description>Good luck, it&#039;s tricky stuff when you&#039;re not a mathematician. ;)</description>
		<content:encoded><![CDATA[<p>Good luck, it&#8217;s tricky stuff when you&#8217;re not a mathematician. <img src='http://deadshift.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Nick</title>
		<link>http://deadshift.com/blog/learning-to-live-with-physical-limitations/comment-page-1#comment-20</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Sun, 29 Nov 2009 23:33:02 +0000</pubDate>
		<guid isPermaLink="false">http://deadshift.com/?p=62#comment-20</guid>
		<description>Sweet. I&#039;m going to start digging in with those links.

I definitely agree on the native physics. And why not strike a deal with Havok or PhysX? Might not even have to pay them much and they&#039;d get to have their name and logo dropped everywhere with XBLIG being the sole native physics provider. I&#039;d think that would be a good deal.

Oh well. We can also hope they eventually get rid of the .NET CF entirely and move to the desktop CLR. Then it wouldn&#039;t be quite so bad.</description>
		<content:encoded><![CDATA[<p>Sweet. I&#8217;m going to start digging in with those links.</p>
<p>I definitely agree on the native physics. And why not strike a deal with Havok or PhysX? Might not even have to pay them much and they&#8217;d get to have their name and logo dropped everywhere with XBLIG being the sole native physics provider. I&#8217;d think that would be a good deal.</p>
<p>Oh well. We can also hope they eventually get rid of the .NET CF entirely and move to the desktop CLR. Then it wouldn&#8217;t be quite so bad.</p>
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		<title>By: PolyVector</title>
		<link>http://deadshift.com/blog/learning-to-live-with-physical-limitations/comment-page-1#comment-18</link>
		<dc:creator>PolyVector</dc:creator>
		<pubDate>Sun, 29 Nov 2009 06:46:59 +0000</pubDate>
		<guid isPermaLink="false">http://deadshift.com/?p=62#comment-18</guid>
		<description>Okay, added some links to the resources I used... Maybe when I get the engine to a more usable point and I&#039;m happy with the results, I&#039;ll post more in-depth explanations of the techniques... I&#039;ve been pulling my hair out for weeks trying to detect OBB contact manifolds which is making me want to give up on this whole project. *uggg*...

Why can&#039;t Microsoft give access to a single native collision and/or physics engine!?... There are -plenty- of free engines available, they wouldn&#039;t even need to strike a deal with Ageia or anything like that... Physics on the Compact CLR is like racing a Pinto.</description>
		<content:encoded><![CDATA[<p>Okay, added some links to the resources I used&#8230; Maybe when I get the engine to a more usable point and I&#8217;m happy with the results, I&#8217;ll post more in-depth explanations of the techniques&#8230; I&#8217;ve been pulling my hair out for weeks trying to detect OBB contact manifolds which is making me want to give up on this whole project. *uggg*&#8230;</p>
<p>Why can&#8217;t Microsoft give access to a single native collision and/or physics engine!?&#8230; There are -plenty- of free engines available, they wouldn&#8217;t even need to strike a deal with Ageia or anything like that&#8230; Physics on the Compact CLR is like racing a Pinto.</p>
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		<title>By: PolyVector</title>
		<link>http://deadshift.com/blog/learning-to-live-with-physical-limitations/comment-page-1#comment-17</link>
		<dc:creator>PolyVector</dc:creator>
		<pubDate>Sun, 29 Nov 2009 06:14:36 +0000</pubDate>
		<guid isPermaLink="false">http://deadshift.com/?p=62#comment-17</guid>
		<description>I&#039;ll edit the post w/ some links to the resources I&#039;ve used, just give me a few minutes to find them again. ;)</description>
		<content:encoded><![CDATA[<p>I&#8217;ll edit the post w/ some links to the resources I&#8217;ve used, just give me a few minutes to find them again. <img src='http://deadshift.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Nick</title>
		<link>http://deadshift.com/blog/learning-to-live-with-physical-limitations/comment-page-1#comment-15</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Sun, 29 Nov 2009 04:36:23 +0000</pubDate>
		<guid isPermaLink="false">http://deadshift.com/?p=62#comment-15</guid>
		<description>Any chance you&#039;d be willing to share some of your code or resources your code is based on? I&#039;m about to start working on my first 3D game for XNA GS and was going to use JigLibX, but also have been noticing performance issues. Even if you can just link to some articles or talk about the techniques you used, I&#039;m sure it&#039;d be a great help not only to me, but other XNA devs as well.</description>
		<content:encoded><![CDATA[<p>Any chance you&#8217;d be willing to share some of your code or resources your code is based on? I&#8217;m about to start working on my first 3D game for XNA GS and was going to use JigLibX, but also have been noticing performance issues. Even if you can just link to some articles or talk about the techniques you used, I&#8217;m sure it&#8217;d be a great help not only to me, but other XNA devs as well.</p>
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		<title>By: PolyVector</title>
		<link>http://deadshift.com/blog/learning-to-live-with-physical-limitations/comment-page-1#comment-9</link>
		<dc:creator>PolyVector</dc:creator>
		<pubDate>Wed, 04 Nov 2009 04:26:35 +0000</pubDate>
		<guid isPermaLink="false">http://deadshift.com/?p=62#comment-9</guid>
		<description>Thanks Burak :)
It&#039;s actually pretty scary knowing how much work is still ahead before I can even start on things like gameplay.  Good luck on your game, beware the garbage collector. ;)</description>
		<content:encoded><![CDATA[<p>Thanks Burak <img src='http://deadshift.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
It&#8217;s actually pretty scary knowing how much work is still ahead before I can even start on things like gameplay.  Good luck on your game, beware the garbage collector. <img src='http://deadshift.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Burak U</title>
		<link>http://deadshift.com/blog/learning-to-live-with-physical-limitations/comment-page-1#comment-8</link>
		<dc:creator>Burak U</dc:creator>
		<pubDate>Wed, 04 Nov 2009 02:40:12 +0000</pubDate>
		<guid isPermaLink="false">http://deadshift.com/?p=62#comment-8</guid>
		<description>As a 3rd year games dev &amp; programming student i&#039;m getting ready to dive headfirst into my first 3D XNA game. I&#039;m very impressed by what you&#039;ve managed to accomplish here and i look forward to seeing more updates and progress videos. Btw, kudos on the new physics, I can&#039;t even imagine how long that must have taken!</description>
		<content:encoded><![CDATA[<p>As a 3rd year games dev &amp; programming student i&#8217;m getting ready to dive headfirst into my first 3D XNA game. I&#8217;m very impressed by what you&#8217;ve managed to accomplish here and i look forward to seeing more updates and progress videos. Btw, kudos on the new physics, I can&#8217;t even imagine how long that must have taken!</p>
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