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	<title>PhysicsEditor</title>
	<atom:link href="http://www.physicseditor.de/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.physicseditor.de</link>
	<description>Edit your box2d and chipmunk shapes with ease</description>
	<lastBuildDate>Tue, 20 Mar 2012 20:21:47 +0000</lastBuildDate>
	<language>en</language>
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		<item>
		<title>Example with CoronaSDK using PhysicsEditor &amp; TexturePacker</title>
		<link>http://www.physicseditor.de/2012/01/22/example-with-coronasdk-using-physicseditor-texturepacker/</link>
		<comments>http://www.physicseditor.de/2012/01/22/example-with-coronasdk-using-physicseditor-texturepacker/#comments</comments>
		<pubDate>Sun, 22 Jan 2012 21:14:08 +0000</pubDate>
		<dc:creator>Andreas Löw</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://www.physicseditor.de/?p=414</guid>
		<description><![CDATA[As requested on the Corona forum I created a small example using PhysicsEditor to create the shapes and TexturePacker for the sprite sheets. I use the excellent SpriteGrabber class from the corona forum to split the sheet. Please use the current PhysicsEditor 1.0.6b2 or newer if you want to try this example &#8211; it might [...]]]></description>
			<content:encoded><![CDATA[<p>As requested on the Corona forum I created a small example using PhysicsEditor to create the shapes and TexturePacker for the sprite sheets.</p>
<p>I use the excellent SpriteGrabber class from the corona forum to split the sheet.</p>
<p>Please use the current PhysicsEditor 1.0.6b2 or newer if you want to try this example &#8211; it might not work with 1.0.5.</p>
<a href="http://www.physicseditor.de/files/2012/01/CoronaSDK-and-TexturePacker.zip" class="woo-sc-button  custom" style="background:;border-color:"><span class="woo-download">Example.zip</span></a>
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		</item>
		<item>
		<title>Case study: Lander Hero</title>
		<link>http://www.physicseditor.de/2011/11/24/case-study-lander-hero/</link>
		<comments>http://www.physicseditor.de/2011/11/24/case-study-lander-hero/#comments</comments>
		<pubDate>Thu, 24 Nov 2011 13:59:03 +0000</pubDate>
		<dc:creator>Andreas Löw</dc:creator>
				<category><![CDATA[Case Studies]]></category>
		<category><![CDATA[PhysicsEditor]]></category>
		<guid isPermaLink="false">http://www.physicseditor.de/?p=311</guid>
		<description><![CDATA[Antti Lehtinen describes how he used PhysicsEditor to create his iPad game called Lander Hero]]></description>
			<content:encoded><![CDATA[<p>Guest post by Antti Lehtinen</p>
<p>While developing <a href="http://www.polygonplay.com/lander-hero">Lander Hero</a> iPad Game, I had to deal with large number of physics bodies. In each level, I needed huge 2048x2048px cavern to work with the physics engine.</p>
<p>There were 50 levels and each level was divided to 20-25 smaller parts to keep the framerate smooth. So There was a need to convert over 1000 irregular cave parts into physical objects.</p>
<p>I started doing it manually, but soon realized the amount of work would be insane and started looking for third party tools to ease the work. I discovered Physics Editor which was exactly what I needed.</p>
<div id="attachment_315" class="wp-caption aligncenter" style="width: 618px"><a href="http://www.physicseditor.de/files/2011/11/tracing-caves-1.png"><img class="size-full wp-image-315  " title="Tracing the caverns in PhysicsEditor" src="http://www.physicseditor.de/files/2011/11/tracing-caves-1.png" alt="" width="608" height="389" /></a><p class="wp-caption-text">Using PhysicsEditor to trace the cavern parts</p></div>
<p>It was dead simple to use and traced complex physics bodies automatically. For its price, Physics Editor really is a bargain. I literally saved weeks in development time because of this wonderful software!</p>
<p>Lander Hero is a Corona SDK based game and available in App Store November 30th 2011.</p>
<p><div id="attachment_312" class="wp-caption aligncenter" style="width: 557px"><p class="wp-caption-text">iPad Screenshot</p></div><a href="http://www.physicseditor.de/files/2011/11/iPad2-Screenshot.png"><img class="size-full wp-image-312 " title="iPad2-Screenshot" src="http://www.physicseditor.de/files/2011/11/iPad2-Sc</p>
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		<item>
		<title>PhysicsEditor 1.0.5 update for Mac</title>
		<link>http://www.physicseditor.de/2011/10/31/physicseditor-1-0-5-update-for-mac/</link>
		<comments>http://www.physicseditor.de/2011/10/31/physicseditor-1-0-5-update-for-mac/#comments</comments>
		<pubDate>Mon, 31 Oct 2011 14:15:41 +0000</pubDate>
		<dc:creator>Andreas Löw</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://www.physicseditor.de/?p=301</guid>
		<description><![CDATA[I had planned to release a bigger update with many wishes fulfilled but I had to pause on that and do a small release before since the big update is not in a stable phase yet. Since I already used a preview version of PhysicsEditor for the book I had worked on together with Steffen [...]]]></description>
			<content:encoded><![CDATA[<p>I had planned to release a bigger update with many wishes fulfilled but I had to pause on that and do a small release before since the big update is not in a stable phase yet.</p>
<p>Since I already used a preview version of PhysicsEditor for the book I had worked on together with Steffen Itterheim I now need to do a smaller release right now.</p>
<p>The book is called <a href="http://www.apress.com/9781430238133">Learn cocos2d Game Development with iOS 5</a>. It&#8217;s the update of Steffen&#8217;s old book with several add ons and also covering my both tools!</p>
<p><a href="http://www.apress.com/9781430238133"><img src="http://www.physicseditor.de/files/2011/10/LearnCocos2D.png" alt="" title="LearnCocos2D" width="277" height="350" class="aligncenter size-full wp-image-304" /></a></p>
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		<item>
		<title>PhysicsEditor + Cococs2d (in german)</title>
		<link>http://www.physicseditor.de/2011/09/24/physicseditor-cococs2d-in-german/</link>
		<comments>http://www.physicseditor.de/2011/09/24/physicseditor-cococs2d-in-german/#comments</comments>
		<pubDate>Sat, 24 Sep 2011 05:51:21 +0000</pubDate>
		<dc:creator>Andreas Löw</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://www.physicseditor.de/?p=293</guid>
		<description><![CDATA[Christoph Bockhahn from www.iphone-entwicklung.net posted a short description about how to use PhysicsEditor with Cocos2d. The blog post in german is here: PhysicsEditor in Verwendung mit Cocos2D Thanks you, Christoph!]]></description>
			<content:encoded><![CDATA[<p>Christoph Bockhahn from www.iphone-entwicklung.net posted a short description about how to use PhysicsEditor with Cocos2d. </p>
<p>The blog post in german is here: <a href="http://www.iphone-entwicklung.net/physicseditor-in-verwendung-mit-cocos2d/">PhysicsEditor in Verwendung mit Cocos2D</a></p>
<p>Thanks you, Christoph!</p>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Example how to use TexturePacker and PhysicsEditor in a cocos2d project</title>
		<link>http://www.physicseditor.de/2011/06/23/example-how-to-use-texturepacker-and-physicseditor-in-a-cocos2d-project/</link>
		<comments>http://www.physicseditor.de/2011/06/23/example-how-to-use-texturepacker-and-physicseditor-in-a-cocos2d-project/#comments</comments>
		<pubDate>Thu, 23 Jun 2011 16:16:22 +0000</pubDate>
		<dc:creator>Andreas Löw</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://www.physicseditor.de/?p=289</guid>
		<description><![CDATA[I recently added a post to my TexturePacker blog showing how to use TexturePacker and PhysicsEditor in one cocos2d project.]]></description>
			<content:encoded><![CDATA[<p>I recently added a post to my TexturePacker blog showing <a href="http://www.texturepacker.com/2011/06/16/using-texturepacker-and-physicseditor-together/">how to use TexturePacker and PhysicsEditor in one cocos2d project</a>.</p>
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		<item>
		<title>Setting collision parameters</title>
		<link>http://www.physicseditor.de/2011/03/18/setting-collision-parameters/</link>
		<comments>http://www.physicseditor.de/2011/03/18/setting-collision-parameters/#comments</comments>
		<pubDate>Fri, 18 Mar 2011 18:13:38 +0000</pubDate>
		<dc:creator>Andreas Löw</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://www.physicseditor.de/?p=181</guid>
		<description><![CDATA[Complex objects like the ones you can define inside PhysicsEditor consist of several shapes (fixtures). Both chipmunk and box2d combine these into bodies. One important thing is that even simple shapes might get divided into several polygons &#8211; e.g. if one polygon is concave. In this case PhysicsEditor decomposes them into convex polygons and distributes [...]]]></description>
			<content:encoded><![CDATA[<p>Complex objects like the ones you can define inside PhysicsEditor consist of several shapes (fixtures). Both chipmunk and box2d combine these into bodies.</p>
<p>One important thing is that even simple shapes might get divided into several polygons &#8211; e.g. if one polygon is concave. In this case PhysicsEditor decomposes them into convex polygons and distributes mass according to the size of each polygon.</p>
<p>PhysicsEditor treats convex shapes as one shape. This means if you set parameters for a convex shape all concave sub shapes share the same values. The loader composes a body with all of them &#8211; so you don&#8217;t have to care about that.</p>
<h1>Physics parameters</h1>
<p>Shapes have physics parameters. They define how a body is moved by the physics engine.</p>
<h2>Mass / density</h2>
<p>Mass / density tells the physics engine how heavy an object is. This has effect on collisions between objects. It does <em>not</em> have any effect on how fast the bodies fall.</p>
<h2>Friction</h2>
<p>Friction comes in play when one object slides on another. Low friction lets the object slide a longer distance, higher values make the object stop faster.</p>
<h2>Restitution / elasticity / bounce</h2>
<p>Restitution, elasticity or bounce are used when objects collide. They get repelled depending on the strength of this value. E.g. a basket ball will usually have a high value here whereas a block of steal will have a low value.</p>
<h2>Surface velocity (x,y) [chipmunk only]</h2>
<p>This value can be used to create conveyor belts. The value creates a speed component on objects that collide / rest on the body.</p>
<h1>Collision parameters</h1>
<p>Additionally collision parameters can be set directly from PhysicsEditor.</p>
<h2>Chipmunk</h2>
<p>These are chipmunk&#8217;s physics settings:</p>
<div id="attachment_191" class="wp-caption aligncenter" style="width: 377px"><a href="http://www.physicseditor.de/files/2011/03/PhysicsEditor11.png"><img src="http://www.physicseditor.de/files/2011/03/PhysicsEditor11.png" alt="" title="PhysicsEditor - Chipmunk collision settings" width="367" height="454" class="size-full wp-image-191" /></a><p class="wp-caption-text">Chipmunk collision settings</p></div>
<h3>IsSensor</h3>
<p>This value tells the physics engine that the shape is only used to create inform your main program about the collision but the shape itself does not collide with other objects.</p>
<h3>Type</h3>
<p>This is the collision type. Use this value to set up dedicated collision handlers using<br />
<tt>cpSpaceAddCollisionHandler</tt>. The default exporter/importer for chipmunk added to PhysicsEditor uses int as <tt>cpCollisionType</tt> &#8211; the default for the chipmunk engine. You might want to change this by modifying the exporter.</p>
<h3>Group</h3>
<p>Shapes in the same non-zero group do not generate collisions. Useful when creating an object out of many shapes that you don’t want to self collide<br />
The default exporter/importer for chipmunk uses <tt>int</tt> as <tt>cpCollisionGroup</tt> which is the default for chipmunk.</p>
<h3>Layers</h3>
<p>Shapes only collide if they are in the same bit-planes. i.e. (a->layers &#038; b->layers) != 0 By default, a shape occupies all bit-planes.<br />
You can set names for simpler reference in the left column under <em>Bit&#8217;s name</em>. To add a shape to a specific layer set the checkmark in the right column under <em>Layers</em>.</p>
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		<item>
		<title>Adobe Flash / ActionScript Exporter for Box2D shapes with PhysicsEditor</title>
		<link>http://www.physicseditor.de/2011/03/11/adobe-flash-actionscript-exporter/</link>
		<comments>http://www.physicseditor.de/2011/03/11/adobe-flash-actionscript-exporter/#comments</comments>
		<pubDate>Fri, 11 Mar 2011 17:48:24 +0000</pubDate>
		<dc:creator>Andreas Löw</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://www.physicseditor.de/?p=161</guid>
		<description><![CDATA[Yesterday I took my first steps in Adobe&#8217;s Flash environment. I was amazed how simple it is to create things! Starting from zero I found Emanuele Feronato&#8217;s Blog and took a quick lesson in Flash and Box2d. Starting with his tutorial I managed to get my own demo up and running, creating an exporter for [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday I took my first steps in Adobe&#8217;s Flash environment. I was amazed how simple it is to create things!</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=10,0,0,0" width="320" height="480" id="physicseditor" align="middle"><param name="allowScriptAccess" value="sameDomain" /><param name="allowFullScreen" value="false" /><param name="movie" value="http://www.code-and-web.de/downloads/physicseditor/examples/physicseditor.swf" /><param name="quality" value="high" /><param name="bgcolor" value="#ffffff" /><embed src="http://www.code-and-web.de/downloads/physicseditor/examples/physicseditor.swf" quality="high" bgcolor="#ffffff" width="320" height="480" name="physicseditor" align="middle" allowScriptAccess="sameDomain" allowFullScreen="false" type="application/x-shockwave-flash" pluginspage="http://www.adobe.com/go/getflashplayer" /><br />
</object></p>
<p>Starting from zero I found <a href="http://www.emanueleferonato.com/">Emanuele Feronato&#8217;s Blog</a> and took a quick lesson in Flash and Box2d. Starting with his tutorial I managed to get my own demo up and running, creating an exporter for PhysicsEditor. Surprisingly creating the exporter and demo while learning action script on the fly took only 3h(!).</p>
<p>The new exporter writes ActionScript source code which you can directly integrate into your Flash projects using the Box2D flash port.</p>
<p>How do you set up physics data right now?</p>
<p>It&#8217;s easy: Import the physics data with import and add a variable containing the class:</p>
<div class="codecolorer-container actionscript default" style="overflow:auto;white-space:nowrap;border:1px solid #9F9F9F;width:435px;"><div class="actionscript codecolorer" style="padding:5px;font:normal 12px/1.4em Monaco, Lucida Console, monospace;white-space:nowrap"><span style="color: #0066CC;">import</span> PhysicsData;<br />
<span style="color: #000000; font-weight: bold;">var</span> physicsData:PhysicsData = <span style="color: #000000; font-weight: bold;">new</span> PhysicsData<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>;</div></div>
<p>Next create the body with the createBody method:</p>
<div class="codecolorer-container actionscript default" style="overflow:auto;white-space:nowrap;border:1px solid #9F9F9F;width:435px;"><div class="actionscript codecolorer" style="padding:5px;font:normal 12px/1.4em Monaco, Lucida Console, monospace;white-space:nowrap"><span style="color: #000000; font-weight: bold;">var</span> body:b2Body=physicsData.<span style="color: #006600;">createBody</span><span style="color: #66cc66;">&#40;</span><br />
<span style="color: #0066CC;">name</span>,<br />
world,<br />
b2Body.<span style="color: #006600;">b2_dynamicBody</span>,<br />
sprite<span style="color: #66cc66;">&#41;</span>;</div></div>
<p>Parameters are:</p>
<ul>
<li>Name of the body</li>
<li>The world object</li>
<li>Type of the body: static, dynamic, kinematic</li>
<li>The user data to store into the body object</li>
</ul>
<p>Download the  demo project (it&#8217;s also included in the newest version): <a href="http://www.code-and-web.de/downloads/physicseditor/examples/Flash-Box2D.zip" class="woo-sc-button  custom" style="background:;border-color:"><span class="woo-">Flash-Box2D.zip</span></a></p>
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		<item>
		<title>Chipmunk generic loader + chipmunk cocos2d demo</title>
		<link>http://www.physicseditor.de/2011/03/07/chipmunk-generic-loader-chipmunk-cocos2d-demo/</link>
		<comments>http://www.physicseditor.de/2011/03/07/chipmunk-generic-loader-chipmunk-cocos2d-demo/#comments</comments>
		<pubDate>Mon, 07 Mar 2011 20:51:47 +0000</pubDate>
		<dc:creator>Andreas Löw</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://www.physicseditor.de/?p=144</guid>
		<description><![CDATA[The newest beta version of PhysicsEditor now comes with a body factory for iOS/MacOS based targets. (Sprites used in this example are from VectorJungle.com) The loader is located in the loaders folder inside the dmg file. The class is called GCpShapeCache. For windows users: The folder with the loaders is inside the application&#8217;s folder after [...]]]></description>
			<content:encoded><![CDATA[<p>The newest beta version of PhysicsEditor now comes with a body factory for iOS/MacOS based targets.</p>
<p><a href="http://www.physicseditor.de/files/2011/03/iOS-Simulator-iPhone-iOS-4.2-8C134.png"><img src="http://www.physicseditor.de/files/2011/03/iOS-Simulator-iPhone-iOS-4.2-8C134-300x159.png" alt="" title="iOS-Simulator - iPhone - iOS 4.2 (8C134)" width="300" height="159" class="aligncenter size-medium wp-image-145" /></a><br />
(Sprites used in this example are from VectorJungle.com)</p>
<p>The loader is located in the loaders folder inside the dmg file. The class is called GCpShapeCache. For windows users: The folder with the loaders is inside the application&#8217;s folder after the installation.</p>
<p>First create your physics data, publish and add the resulting file to your resources.</p>
<div class="codecolorer-container objc default" style="overflow:auto;white-space:nowrap;border:1px solid #9F9F9F;width:435px;"><div class="objc codecolorer" style="padding:5px;font:normal 12px/1.4em Monaco, Lucida Console, monospace;white-space:nowrap"><span style="color: #11740a; font-style: italic;">// load physics data</span><br />
<span style="color: #002200;">&#91;</span><span style="color: #002200;">&#91;</span>GCpShapeCache sharedShapeCache<span style="color: #002200;">&#93;</span> <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; addShapesWithFile<span style="color: #002200;">:</span><span style="color: #bf1d1a;">@</span><span style="color: #bf1d1a;">&quot;shapedefs.plist&quot;</span><span style="color: #002200;">&#93;</span>;</div></div>
<p>Next create your sprite and attach the physics shape:</p>
<div class="codecolorer-container objc default" style="overflow:auto;white-space:nowrap;border:1px solid #9F9F9F;width:435px;"><div class="objc codecolorer" style="padding:5px;font:normal 12px/1.4em Monaco, Lucida Console, monospace;white-space:nowrap"><span style="color: #11740a; font-style: italic;">// create and add sprite</span><br />
CCSprite <span style="color: #002200;">*</span>sprite <span style="color: #002200;">=</span> <span style="color: #002200;">&#91;</span>CCSprite spriteWithFile<span style="color: #002200;">:</span>name<span style="color: #002200;">&#93;</span>;<br />
<span style="color: #002200;">&#91;</span>self addChild<span style="color: #002200;">:</span>sprite<span style="color: #002200;">&#93;</span>;<br />
<br />
<span style="color: #11740a; font-style: italic;">// set anchor point</span><br />
sprite.anchorPoint <span style="color: #002200;">=</span> <span style="color: #002200;">&#91;</span><span style="color: #002200;">&#91;</span>GCpShapeCache sharedShapeCache<span style="color: #002200;">&#93;</span> <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; anchorPointForShape<span style="color: #002200;">:</span>name<span style="color: #002200;">&#93;</span>;<br />
<br />
<span style="color: #11740a; font-style: italic;">// create the physics shape &nbsp; &nbsp; </span><br />
cpBody <span style="color: #002200;">*</span>body <span style="color: #002200;">=</span> <span style="color: #002200;">&#91;</span><span style="color: #002200;">&#91;</span>GCpShapeCache sharedShapeCache<span style="color: #002200;">&#93;</span> <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; createBodyWithName<span style="color: #002200;">:</span>name <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;inSpace<span style="color: #002200;">:</span>space <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; withData<span style="color: #002200;">:</span>sprite<span style="color: #002200;">&#93;</span>;<br />
<br />
<span style="color: #11740a; font-style: italic;">// set position</span><br />
body<span style="color: #002200;">-</span>&gt;p <span style="color: #002200;">=</span> ccp<span style="color: #002200;">&#40;</span>x,y<span style="color: #002200;">&#41;</span>;</div></div>
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		<item>
		<title>Preparing for AndEngine</title>
		<link>http://www.physicseditor.de/2011/02/28/preparing-for-andengine/</link>
		<comments>http://www.physicseditor.de/2011/02/28/preparing-for-andengine/#comments</comments>
		<pubDate>Mon, 28 Feb 2011 17:52:07 +0000</pubDate>
		<dc:creator>Andreas Löw</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://www.physicseditor.de/?p=102</guid>
		<description><![CDATA[I am currently preparing the output format for AndEngine. It&#8217;ll be XML based and simple to parse. Here&#8217;s the current draft: &#60;?xml version=&#34;1.0&#34; encoding=&#34;UTF-8&#34;?&#62; &#60;bodydef version=&#34;1.0&#34;&#62; &#160; &#160; &#60;bodies&#62; &#160; &#160; &#160; &#160; &#60;!-- body definition --&#62; &#160; &#160; &#160; &#160; &#60;body name=&#34;hotdog&#34;&#62; &#160; &#160; &#160; &#160; &#160; &#160; &#60;!-- &#160; &#160; &#160; &#160; &#160; [...]]]></description>
			<content:encoded><![CDATA[<p>I am currently preparing the output format for AndEngine. It&#8217;ll be XML based and simple to parse.</p>
<p>Here&#8217;s the current draft:</p>
<div class="codecolorer-container xml default" style="overflow:auto;white-space:nowrap;border:1px solid #9F9F9F;width:435px;height:400px;"><div class="xml codecolorer" style="padding:5px;font:normal 12px/1.4em Monaco, Lucida Console, monospace;white-space:nowrap"><span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;?xml</span> <span style="color: #000066;">version</span>=<span style="color: #ff0000;">&quot;1.0&quot;</span> <span style="color: #000066;">encoding</span>=<span style="color: #ff0000;">&quot;UTF-8&quot;</span><span style="color: #000000; font-weight: bold;">?&gt;</span></span><br />
<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;bodydef</span> <span style="color: #000066;">version</span>=<span style="color: #ff0000;">&quot;1.0&quot;</span><span style="color: #000000; font-weight: bold;">&gt;</span></span><br />
&nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;bodies<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- body definition --&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;body</span> <span style="color: #000066;">name</span>=<span style="color: #ff0000;">&quot;hotdog&quot;</span><span style="color: #000000; font-weight: bold;">&gt;</span></span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- </span><br />
<span style="color: #808080; font-style: italic;">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; anchorpoint, the point relative to sprite's size </span><br />
<span style="color: #808080; font-style: italic;">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;where the center of the sprite 0,0</span><br />
<span style="color: #808080; font-style: italic;">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;point is located </span><br />
<span style="color: #808080; font-style: italic;">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; --&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;anchorpoint<span style="color: #000000; font-weight: bold;">&gt;</span></span></span>0.4766,0.5187<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/anchorpoint<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- list of fixtures which belong to this body --&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;fixtures<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;fixture<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- density (float) --&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;density<span style="color: #000000; font-weight: bold;">&gt;</span></span></span>2<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/density<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- friction (float) --&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;friction<span style="color: #000000; font-weight: bold;">&gt;</span></span></span>0<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/friction<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- restitution (float) --&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;restitution<span style="color: #000000; font-weight: bold;">&gt;</span></span></span>0.3<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/restitution<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- collision category bits (int) --&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;filter_categoryBits<span style="color: #000000; font-weight: bold;">&gt;</span></span></span>1<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/filter_categoryBits<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- collision group index (int) --&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;filter_groupIndex<span style="color: #000000; font-weight: bold;">&gt;</span></span></span>0<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/filter_groupIndex<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- collision mask bits (int) --&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;filter_maskBits<span style="color: #000000; font-weight: bold;">&gt;</span></span></span>65535<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/filter_maskBits<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- type of the fixture, currently only POLYGON --&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;fixture_type<span style="color: #000000; font-weight: bold;">&gt;</span></span></span>POLYGON<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/fixture_type<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- list of polygons for this fixture, multiple polygons</span><br />
<span style="color: #808080; font-style: italic;"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; in case of convex decomposition of concave polygons</span><br />
<span style="color: #808080; font-style: italic;"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;--&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;polygons<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- singe polygon: x1,y1, x2,y2, ... --&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;polygon<span style="color: #000000; font-weight: bold;">&gt;</span></span></span> &nbsp;61.9500, 11.7500 &nbsp;, &nbsp;53.9500, 12.7500 &nbsp;, [...] <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/polygon<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- more polygons here --&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/polygons<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/fixture<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- more fixtures for this body might follow --&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/fixtures<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/body<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- more bodies here--&gt;</span>&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/bodies<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
&nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;metadata<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- current format version --&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;format<span style="color: #000000; font-weight: bold;">&gt;</span></span></span>1<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/format<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #808080; font-style: italic;">&lt;!-- ptm ration this file was created with (float) --&gt;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;ptm_ratio<span style="color: #000000; font-weight: bold;">&gt;</span></span></span>32<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/ptm_ratio<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
&nbsp; &nbsp; <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/metadata<span style="color: #000000; font-weight: bold;">&gt;</span></span></span><br />
<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/bodydef<span style="color: #000000; font-weight: bold;">&gt;</span></span></span></div></div>
]]></content:encoded>
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