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	<title>Splashdust.net &#187; haxe</title>
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	<link>http://www.splashdust.net</link>
	<description>Random bits of geeky stuff</description>
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		<title>BitmapData and paletteMap</title>
		<link>http://www.splashdust.net/2009/11/bitmapdata-and-palettemap/</link>
		<comments>http://www.splashdust.net/2009/11/bitmapdata-and-palettemap/#comments</comments>
		<pubDate>Mon, 09 Nov 2009 23:13:50 +0000</pubDate>
		<dc:creator>Splashdust</dc:creator>
				<category><![CDATA[haXe]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[haxe]]></category>
		<category><![CDATA[optimization]]></category>

		<guid isPermaLink="false">http://www.splashdust.net/?p=116</guid>
		<description><![CDATA[I just happened to stumble across a feature of flash&#8217;s BitmapData class that I hadn&#8217;t noticed before: paletteMap()
With paletteMap() you can switch the color values of the pixels in a BitmapData using mapping arrays. The function will basicly take the red, green or blue value of a pixel (0-255), and then replace it with the [...]]]></description>
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		<slash:comments>0</slash:comments>
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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>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[haxe]]></category>
		<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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		<slash:comments>6</slash:comments>
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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[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 (for performance reasons I would assume). So in order [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<title>AS3 vs haXe performance</title>
		<link>http://www.splashdust.net/2009/10/as3-vs-haxe-performance/</link>
		<comments>http://www.splashdust.net/2009/10/as3-vs-haxe-performance/#comments</comments>
		<pubDate>Sun, 18 Oct 2009 01:18:29 +0000</pubDate>
		<dc:creator>Splashdust</dc:creator>
				<category><![CDATA[Web development]]></category>
		<category><![CDATA[haXe]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[haxe]]></category>

		<guid isPermaLink="false">http://www.splashdust.net/?p=18</guid>
		<description><![CDATA[A while back I saw a documentary about fractals. I was amazed by how simple the algorithm required to generate them are, so I decided to try to make one myself using flash.
Today, all of a sudden, I got the idea to port that code to haxe, just to see if there were any noticeable [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<title>haXe + Box2D</title>
		<link>http://www.splashdust.net/2009/10/haxe-box2d/</link>
		<comments>http://www.splashdust.net/2009/10/haxe-box2d/#comments</comments>
		<pubDate>Sat, 17 Oct 2009 00:42:29 +0000</pubDate>
		<dc:creator>Splashdust</dc:creator>
				<category><![CDATA[Box2D]]></category>
		<category><![CDATA[Web development]]></category>
		<category><![CDATA[haXe]]></category>
		<category><![CDATA[box2d]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[haxe]]></category>

		<guid isPermaLink="false">http://www.splashdust.net/?p=5</guid>
		<description><![CDATA[I&#8217;ve been fiddling around a while with trying to make some sort of flash based physics game. I started out with AS3 + Box2D. Then I found out about haXe and PhysaXe. I was really impressed by it&#8217;s perfomance, so I decided to convert my code to haXe and throw out Box2D. But after a [...]]]></description>
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		<slash:comments>4</slash:comments>
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