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	<title>Splashdust.net &#187; Game dev</title>
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	<description>Random bits of geeky stuff</description>
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		<title>Box2D mouse drawing, now with ear clipping</title>
		<link>http://www.splashdust.net/2009/10/box2d-mouse-drawing-now-with-ear-clipping/</link>
		<comments>http://www.splashdust.net/2009/10/box2d-mouse-drawing-now-with-ear-clipping/#comments</comments>
		<pubDate>Sat, 24 Oct 2009 14:59:08 +0000</pubDate>
		<dc:creator>Splashdust</dc:creator>
				<category><![CDATA[Box2D]]></category>
		<category><![CDATA[Game dev]]></category>
		<category><![CDATA[Web development]]></category>
		<category><![CDATA[box2d]]></category>
		<category><![CDATA[ear clipping]]></category>
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		<category><![CDATA[triangulation]]></category>

		<guid isPermaLink="false">http://www.splashdust.net/?p=58</guid>
		<description><![CDATA[In my previous post I presented an example of drawing arbitrary shapes for Box2d using the mouse. It was done using triangulation to deal with concave shapes. However, triangulation does produce a lot of vertices (as seen when holding down T), which isn&#8217;t really necessary and hogs the physics engine a lot. Since we can [...]]]></description>
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		<title>Box2D mouse drawing</title>
		<link>http://www.splashdust.net/2009/10/box2d-mouse-drawing/</link>
		<comments>http://www.splashdust.net/2009/10/box2d-mouse-drawing/#comments</comments>
		<pubDate>Tue, 20 Oct 2009 19:33:53 +0000</pubDate>
		<dc:creator>Splashdust</dc:creator>
				<category><![CDATA[Box2D]]></category>
		<category><![CDATA[Game dev]]></category>
		<category><![CDATA[Web development]]></category>
		<category><![CDATA[box2d]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[Graham scan]]></category>
		<category><![CDATA[haxe]]></category>
		<category><![CDATA[triangulation]]></category>

		<guid isPermaLink="false">http://www.splashdust.net/?p=30</guid>
		<description><![CDATA[This post is obsolete, go here instead: http://www.splashdust.net/2009/10/box2d-mouse-drawing-now-with-ear-clipping/ In my physics game making endeavors I eventually came across the problem of getting arbitrary polygons in to physics simulation engines such as Box2D. The problem is that such engines cannot handle concave polygons. And also a polygon cannot have more than a certain number of vertices [...]]]></description>
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