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	<title>Comments on: AS3 2D Ray Casting For Collision Detection</title>
	<atom:link href="http://rocketmandevelopment.com/2010/07/08/as3-2d-ray-casting-for-collision-detection/feed/" rel="self" type="application/rss+xml" />
	<link>http://rocketmandevelopment.com/2010/07/08/as3-2d-ray-casting-for-collision-detection/</link>
	<description>Games &#38; Apps that Challenge Minds</description>
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		<title>By: Michael</title>
		<link>http://rocketmandevelopment.com/2010/07/08/as3-2d-ray-casting-for-collision-detection/comment-page-1/#comment-2402</link>
		<dc:creator>Michael</dc:creator>
		<pubDate>Thu, 12 May 2011 09:41:09 +0000</pubDate>
		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=485#comment-2402</guid>
		<description>Great tutorial, I read the article and wiki and now have my very first raycasting system up and running in about 20 minutes. It&#039;s so cool!</description>
		<content:encoded><![CDATA[<p>Great tutorial, I read the article and wiki and now have my very first raycasting system up and running in about 20 minutes. It&#8217;s so cool!</p>
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	<item>
		<title>By: loki</title>
		<link>http://rocketmandevelopment.com/2010/07/08/as3-2d-ray-casting-for-collision-detection/comment-page-1/#comment-332</link>
		<dc:creator>loki</dc:creator>
		<pubDate>Fri, 27 Aug 2010 06:40:40 +0000</pubDate>
		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=485#comment-332</guid>
		<description>&lt;blockquote&gt;
&lt;a href=&quot;#comment-151&quot; rel=&quot;nofollow&quot;&gt;
&lt;strong&gt;&lt;em&gt;rocketman:&lt;/em&gt;&lt;/strong&gt;
&lt;/a&gt;
 You only need to draw/cast as much of a line as you want.
Let?s say you?re using ray casting to simulate a gun shot. The length(amount you draw) of the ray would be the max distance the bullet can travel.
The best way to determine how much to draw is to use it, and play around with the distance until you find a good amount.
&lt;/blockquote&gt;
Since it up to programmer to decide how much to draw/cast , how can it make sure 100% percent all objects will be checked?
(The old method to traversal all objects in the stage can make sure every collided object be checked)</description>
		<content:encoded><![CDATA[<blockquote><p>
<a href="#comment-151" rel="nofollow"><br />
<strong><em>rocketman:</em></strong><br />
</a><br />
 You only need to draw/cast as much of a line as you want.<br />
Let?s say you?re using ray casting to simulate a gun shot. The length(amount you draw) of the ray would be the max distance the bullet can travel.<br />
The best way to determine how much to draw is to use it, and play around with the distance until you find a good amount.
</p></blockquote>
<p>Since it up to programmer to decide how much to draw/cast , how can it make sure 100% percent all objects will be checked?<br />
(The old method to traversal all objects in the stage can make sure every collided object be checked)</p>
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	<item>
		<title>By: rocketman</title>
		<link>http://rocketmandevelopment.com/2010/07/08/as3-2d-ray-casting-for-collision-detection/comment-page-1/#comment-151</link>
		<dc:creator>rocketman</dc:creator>
		<pubDate>Tue, 20 Jul 2010 19:29:48 +0000</pubDate>
		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=485#comment-151</guid>
		<description>You only need to draw/cast as much of a line as you want.
Let&#039;s say you&#039;re using ray casting to simulate a gun shot. The length(amount you draw) of the ray would be the max distance the bullet can travel.
The best way to determine how much to draw is to use it, and play around with the distance until you find a good amount.</description>
		<content:encoded><![CDATA[<p>You only need to draw/cast as much of a line as you want.<br />
Let&#8217;s say you&#8217;re using ray casting to simulate a gun shot. The length(amount you draw) of the ray would be the max distance the bullet can travel.<br />
The best way to determine how much to draw is to use it, and play around with the distance until you find a good amount.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Loki</title>
		<link>http://rocketmandevelopment.com/2010/07/08/as3-2d-ray-casting-for-collision-detection/comment-page-1/#comment-142</link>
		<dc:creator>Loki</dc:creator>
		<pubDate>Mon, 19 Jul 2010 03:22:39 +0000</pubDate>
		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=485#comment-142</guid>
		<description>Hi , I read your algorithm of ray detect, but I still can&#039;t understand how much lines do we need to draw when we use this algorithm?</description>
		<content:encoded><![CDATA[<p>Hi , I read your algorithm of ray detect, but I still can&#8217;t understand how much lines do we need to draw when we use this algorithm?</p>
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