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	<title>Rocketman Development</title>
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	<link>http://rocketmandevelopment.com</link>
	<description>Games &#38; Apps that Challenge Minds</description>
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			<item>
		<title>Using Ray Casting with Shapes</title>
		<link>http://rocketmandevelopment.com/2011/02/15/using-ray-casting-with-shapes/</link>
		<comments>http://rocketmandevelopment.com/2011/02/15/using-ray-casting-with-shapes/#comments</comments>
		<pubDate>Wed, 16 Feb 2011 01:58:54 +0000</pubDate>
		<dc:creator>rocketman</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[Collision Detection]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[SWF]]></category>
		<category><![CDATA[Vector]]></category>

		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=612</guid>
		<description><![CDATA[Back in July, we looked at how to use Ray Casting for collision detection. We also learned how to use the Separation of Axis Theorem. I recently had a request for a way to use the Shapes we created here with the Ray Casting method. First, lets do a quick review of the shape classes. The <a href="http://rocketmandevelopment.com/2011/02/15/using-ray-casting-with-shapes/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://rocketmandevelopment.com/2011/02/15/using-ray-casting-with-shapes/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Detecting Collisions with SAT</title>
		<link>http://rocketmandevelopment.com/2010/11/28/detecting-collisions-with-sat/</link>
		<comments>http://rocketmandevelopment.com/2010/11/28/detecting-collisions-with-sat/#comments</comments>
		<pubDate>Mon, 29 Nov 2010 01:54:27 +0000</pubDate>
		<dc:creator>rocketman</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[Collision Detection]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[SAT]]></category>
		<category><![CDATA[Separation Axis Theorem]]></category>
		<category><![CDATA[SWF]]></category>
		<category><![CDATA[Vector]]></category>

		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=590</guid>
		<description><![CDATA[Today we will finally be detecting a collision with SAT. We know how SAT works, we&#8217;ve built classes to work with SAT, now we can use all of this to detect a real, live collision! Using the classes we created last time, this is quite simple. First create a shape: var shape1:Polygon = Polygon.rectangle(530, 30, <a href="http://rocketmandevelopment.com/2010/11/28/detecting-collisions-with-sat/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://rocketmandevelopment.com/2010/11/28/detecting-collisions-with-sat/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Using the Separation of Axis Theorem</title>
		<link>http://rocketmandevelopment.com/2010/11/22/using-sat/</link>
		<comments>http://rocketmandevelopment.com/2010/11/22/using-sat/#comments</comments>
		<pubDate>Tue, 23 Nov 2010 02:12:10 +0000</pubDate>
		<dc:creator>rocketman</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[Collision Detection]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[SAT]]></category>
		<category><![CDATA[Separation Axis Theorem]]></category>

		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=586</guid>
		<description><![CDATA[A few months ago, I posted on the separation of axis theorem. You can learn all about SAT and how it works here. What that post failed to do was use the SAT. We will explore using SAT for collision detection in this post. In the post on SAT, we created the code to detect <a href="http://rocketmandevelopment.com/2010/11/22/using-sat/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://rocketmandevelopment.com/2010/11/22/using-sat/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Steering Behaviors and A* Source</title>
		<link>http://rocketmandevelopment.com/2010/11/15/steering-behavior-and-a-star-source/</link>
		<comments>http://rocketmandevelopment.com/2010/11/15/steering-behavior-and-a-star-source/#comments</comments>
		<pubDate>Mon, 15 Nov 2010 21:47:21 +0000</pubDate>
		<dc:creator>rocketman</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[A-Star]]></category>
		<category><![CDATA[Source]]></category>
		<category><![CDATA[Steering Behavior]]></category>

		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=584</guid>
		<description><![CDATA[Some of you have asked for the entire steering behavior source as well as the A* source. Here is the zip with all the classes. In there is the vehicle class with all the code for the behaviors. For more information on each behavior, you can go here. The Vehicle class found in com.rocketmandevelopment.steering contains <a href="http://rocketmandevelopment.com/2010/11/15/steering-behavior-and-a-star-source/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://rocketmandevelopment.com/2010/11/15/steering-behavior-and-a-star-source/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>A* and Pathfollowing Steering Behavior</title>
		<link>http://rocketmandevelopment.com/2010/11/10/a-star-and-pathfollowing-steering-behavior/</link>
		<comments>http://rocketmandevelopment.com/2010/11/10/a-star-and-pathfollowing-steering-behavior/#comments</comments>
		<pubDate>Wed, 10 Nov 2010 23:02:13 +0000</pubDate>
		<dc:creator>rocketman</dc:creator>
				<category><![CDATA[AI]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Algorithms]]></category>
		<category><![CDATA[Pathfinding]]></category>
		<category><![CDATA[Steering]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[A-Star]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[Steering Behavior]]></category>
		<category><![CDATA[SWF]]></category>
		<category><![CDATA[Vector]]></category>

		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=575</guid>
		<description><![CDATA[In the last three posts, we explored the how A* works, then we put A-star into code, then we looked at different heuristics for A*. Now we will combine A* pathfinding with the path following steering behavior. We have already done most of the work to do this. But we&#8217;ll do a quick review in <a href="http://rocketmandevelopment.com/2010/11/10/a-star-and-pathfollowing-steering-behavior/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://rocketmandevelopment.com/2010/11/10/a-star-and-pathfollowing-steering-behavior/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>A* Heuristics</title>
		<link>http://rocketmandevelopment.com/2010/11/09/a-star-heuristics/</link>
		<comments>http://rocketmandevelopment.com/2010/11/09/a-star-heuristics/#comments</comments>
		<pubDate>Tue, 09 Nov 2010 22:15:36 +0000</pubDate>
		<dc:creator>rocketman</dc:creator>
				<category><![CDATA[AI]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Algorithms]]></category>
		<category><![CDATA[Pathfinding]]></category>
		<category><![CDATA[A-Star]]></category>
		<category><![CDATA[SWF]]></category>

		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=571</guid>
		<description><![CDATA[In the first post on A*, we explored the theory behind A*. Then we took A-star and put it into code. Now we will look at different heuristics for A* and how they affect the path. The Manhattan Method This is the heuristic function we used in our implementation of A*. The Manhattan method will <a href="http://rocketmandevelopment.com/2010/11/09/a-star-heuristics/" class="more-link">More &#62;</a>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Putting A* into Code</title>
		<link>http://rocketmandevelopment.com/2010/11/08/putting-a-star-into-code/</link>
		<comments>http://rocketmandevelopment.com/2010/11/08/putting-a-star-into-code/#comments</comments>
		<pubDate>Mon, 08 Nov 2010 21:57:39 +0000</pubDate>
		<dc:creator>rocketman</dc:creator>
				<category><![CDATA[AI]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Algorithms]]></category>
		<category><![CDATA[Pathfinding]]></category>
		<category><![CDATA[A-Star]]></category>

		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=567</guid>
		<description><![CDATA[In yesterday&#8217;s post on the basics of A star, we explored the theory behind A*. Today we will take that theory and put it into code. Because A-star uses a grid made up of cells, we need some classes to store that data. First the cell class: package com.rocketmandevelopment.grid.cells { import flash.display.Graphics; public class Cell <a href="http://rocketmandevelopment.com/2010/11/08/putting-a-star-into-code/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://rocketmandevelopment.com/2010/11/08/putting-a-star-into-code/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>A* Pathfinding Basics</title>
		<link>http://rocketmandevelopment.com/2010/11/07/a-star-pathfinding-basics/</link>
		<comments>http://rocketmandevelopment.com/2010/11/07/a-star-pathfinding-basics/#comments</comments>
		<pubDate>Mon, 08 Nov 2010 02:54:41 +0000</pubDate>
		<dc:creator>rocketman</dc:creator>
				<category><![CDATA[AI]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Algorithms]]></category>
		<category><![CDATA[Pathfinding]]></category>
		<category><![CDATA[A-Star]]></category>
		<category><![CDATA[SWF]]></category>

		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=555</guid>
		<description><![CDATA[A* (A-star) is an algorithm used for pathfinding. Pathfinding is where a computer computes the shortest (or best) path from a start point to an end point through a grid or nodes. We will be using a grid to find a path. The green cell is the start point and the red cell is the <a href="http://rocketmandevelopment.com/2010/11/07/a-star-pathfinding-basics/" class="more-link">More &#62;</a>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Steering Behaviors: Leader Following</title>
		<link>http://rocketmandevelopment.com/2010/10/29/steering-behaviors-leader-following/</link>
		<comments>http://rocketmandevelopment.com/2010/10/29/steering-behaviors-leader-following/#comments</comments>
		<pubDate>Fri, 29 Oct 2010 15:00:42 +0000</pubDate>
		<dc:creator>rocketman</dc:creator>
				<category><![CDATA[AI]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Steering]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[Steering Behavior]]></category>
		<category><![CDATA[SWF]]></category>
		<category><![CDATA[Vector]]></category>

		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=549</guid>
		<description><![CDATA[The next post steering behaviors series is unaligned collision avoidance. We will be using the Vector2D.as and Vehicle.as classes for this. You will need these classes for the this post. This post is based on Craig Reynold’s article Steering Behaviors For Autonomous Characters. Leader Following is a steering behavior where vehicles follow one leader. Once <a href="http://rocketmandevelopment.com/2010/10/29/steering-behaviors-leader-following/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://rocketmandevelopment.com/2010/10/29/steering-behaviors-leader-following/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Steering Behaviors: Flocking</title>
		<link>http://rocketmandevelopment.com/2010/10/08/steering-behaviors-flocking/</link>
		<comments>http://rocketmandevelopment.com/2010/10/08/steering-behaviors-flocking/#comments</comments>
		<pubDate>Fri, 08 Oct 2010 15:00:41 +0000</pubDate>
		<dc:creator>rocketman</dc:creator>
				<category><![CDATA[AI]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Steering]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[Steering Behavior]]></category>
		<category><![CDATA[SWF]]></category>
		<category><![CDATA[Vector]]></category>

		<guid isPermaLink="false">http://rocketmandevelopment.com/?p=525</guid>
		<description><![CDATA[The next post steering behaviors series is unaligned collision avoidance. We will be using the Vector2D.as and Vehicle.as classes for this. You will need these classes for the this post. This post is based on Craig Reynold’s article Steering Behaviors For Autonomous Characters. Flocking is created by combining several steering behaviors: Separation, Cohesion and Alignment. <a href="http://rocketmandevelopment.com/2010/10/08/steering-behaviors-flocking/" class="more-link">More &#62;</a>]]></description>
		<wfw:commentRss>http://rocketmandevelopment.com/2010/10/08/steering-behaviors-flocking/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
	
		<series:name><![CDATA[Steering Behaviors]]></series:name>
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