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		<title>cocos2d for iPhone &#187; User Favorites: crmagicxxx</title>
		<link>http://www.cocos2d-iphone.org/forum/profile/34</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 02:09:24 +0000</pubDate>
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			<link>http://www.cocos2d-iphone.org/forum/search.php</link>
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		<item>
			<title>Lam on "CCprogressTimer blues! Unable to use Sprite Sheets?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29021#post-143476</link>
			<pubDate>Thu, 09 Feb 2012 17:54:16 +0000</pubDate>
			<dc:creator>Lam</dc:creator>
			<guid isPermaLink="false">143476@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ok I've pushed changes to progress timer into the develop branch on my github. It'll handle rotated sprite frame textures:</p>
<p><a href="https://github.com/LamPham/cocos2d-iphone/tree/develop" rel="nofollow">https://github.com/LamPham/cocos2d-iphone/tree/develop</a></p>
<p>I also kept the interface the same across 2.0 and 1.0 so the gles20 branch is also updated</p>
<p><a href="https://github.com/LamPham/cocos2d-iphone/tree/gles20" rel="nofollow">https://github.com/LamPham/cocos2d-iphone/tree/gles20</a></p>
<p>I've added new tests in the 'develop' branch so you can run ProgressActionsTest.m to check the new logic.</p>
<p>I currently can't compile the 'gles20' branch for ActionProgressTest so I'm stumbling around there and I'm not going to do a pull request until I sort that out.  I'm sure though the logic will fix #1303 so it should be safe to check out the code.
</p></description>
		</item>
		<item>
			<title>Lam on "CCprogressTimer blues! Unable to use Sprite Sheets?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29021#post-143300</link>
			<pubDate>Wed, 08 Feb 2012 17:22:19 +0000</pubDate>
			<dc:creator>Lam</dc:creator>
			<guid isPermaLink="false">143300@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/34'>crmagicxxx</a><br />
Sorry guys I've been out of the loop for a while.<br />
Yeah texture rotation can be fixed up.  I'll take a look at that and add push that over to both cocos2d versions.</p>
<p>@<a href='http://www.cocos2d-iphone.org/forum/profile/58781'>TheCodeTroll</a><br />
Yeah you'll need the lerp function but hopefully you just wrote your own for that.<br />
Just in case through it should look like this.<br />
<pre><code>static inline float lerpf(float a, float b, float t)
	{
		return a * (1.f - t) + b * t;
	}</code></pre></description>
		</item>
		<item>
			<title>TheCodeTroll on "CCprogressTimer blues! Unable to use Sprite Sheets?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29021#post-143272</link>
			<pubDate>Wed, 08 Feb 2012 13:53:52 +0000</pubDate>
			<dc:creator>TheCodeTroll</dc:creator>
			<guid isPermaLink="false">143272@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ok I'm done now :P just disregarding the math header... wrote my own Lerpf substitute... I'm an idiot for not doing that first.
</p></description>
		</item>
		<item>
			<title>TheCodeTroll on "CCprogressTimer blues! Unable to use Sprite Sheets?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29021#post-143268</link>
			<pubDate>Wed, 08 Feb 2012 13:32:29 +0000</pubDate>
			<dc:creator>TheCodeTroll</dc:creator>
			<guid isPermaLink="false">143268@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Yeah turns out Im pretty screwed without CCMath... all day so far has been trying to find a work around =/<br />
Bah wasted day...<br />
If anyone has just that file, I'd appreciate being sent it or something? :/</p>
<p>cheers
</p></description>
		</item>
		<item>
			<title>crmagicxxx on "CCprogressTimer blues! Unable to use Sprite Sheets?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29021#post-143263</link>
			<pubDate>Wed, 08 Feb 2012 13:16:59 +0000</pubDate>
			<dc:creator>crmagicxxx</dc:creator>
			<guid isPermaLink="false">143263@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/1700'>Lam</a> Hey, while you're around, can you please check this issue with progress:<br />
<a href="http://code.google.com/p/cocos2d-iphone/issues/detail?id=1303&#038;sort=-id&#038;colspec=ID%20Type%20Status%20Priority%20Milestone%20Component%20Owner%20Summary" rel="nofollow">http://code.google.com/p/cocos2d-iphone/issues/detail?id=1303&#038;sort=-id&#038;colspec=ID%20Type%20Status%20Priority%20Milestone%20Component%20Owner%20Summary</a><br />
Thanks :)
</p></description>
		</item>
		<item>
			<title>TheCodeTroll on "CCprogressTimer blues! Unable to use Sprite Sheets?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29021#post-143254</link>
			<pubDate>Wed, 08 Feb 2012 12:10:24 +0000</pubDate>
			<dc:creator>TheCodeTroll</dc:creator>
			<guid isPermaLink="false">143254@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm guessing cos i dont have cocos2D 2.0 that the error I'm getting is down to that, or i'm just not very clued up on xcode?<br />
apparently i dont have Support/CGPointExtension.h... i'm getting lexical or preprocessor Issue, from it.</p>
<p>Thanks in advance</p>
<p>Edit: seems i dont have CCMath.h either... hrmph<br />
Edit2: Changed #<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> "Support/CGPointExtension.h" -&#62;to just #<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> "CGPointExtension" solved that problem...<br />
Still dont have the math Header though... odd :S will look about...</p>
<p>Edit3: its having a bit of a tantrum at the 'implicit declaration of lerpf'  which i assume is because its declared in the math header i commented out.</p>
<p>Edit4: (FINAL EDIT) Looked around as to why i would have these problems, and found that changing #<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> "CCMath.h"  -&#62; to #<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#60;math.h&#62;<br />
And then changing the projects "C Language Dialect" from [-std=GNU99]  to [-std=c99] did the trick... hopefully this wont mess upo anything else... O_O<br />
I'm not very clued up on compilers, and low level stuff :/ wish i was</p>
<p>Edit 5: (I LIED) Ok apparently it didnt work, and i am still being implicit :( f*ck sake.. :/ Any help?
</p></description>
		</item>
		<item>
			<title>ihappyfish on "cocos2d v2.0-beta2 released!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28420#post-143195</link>
			<pubDate>Wed, 08 Feb 2012 03:51:09 +0000</pubDate>
			<dc:creator>ihappyfish</dc:creator>
			<guid isPermaLink="false">143195@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi fcoronel,  I had the same problem. when I downloaded the file with .tar.gz, and it won't work(won't come up in Xcode, and can't build tests), and then I chose to download .zip file, it seems perfect.<br />
I don't know why,but it's that so.<br />
I'm also using Xcode4.2.1 with Lion 10.7.2
</p></description>
		</item>
		<item>
			<title>fcoronel on "cocos2d v2.0-beta2 released!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28420#post-143185</link>
			<pubDate>Wed, 08 Feb 2012 01:51:49 +0000</pubDate>
			<dc:creator>fcoronel</dc:creator>
			<guid isPermaLink="false">143185@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello. I was just wondering how I could install cocos2d. I've tried installing it and for some reason it does not come up in Xcode. Which version of cocos should I should I download for SDK 4.2.1 ? I would really appreciate your help!
</p></description>
		</item>
		<item>
			<title>ihappyfish on "cocos2d v2.0-beta2 released!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28420#post-143178</link>
			<pubDate>Wed, 08 Feb 2012 01:03:32 +0000</pubDate>
			<dc:creator>ihappyfish</dc:creator>
			<guid isPermaLink="false">143178@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi ayt,thanks for your reply. I double checked the folder and found no "tests" sub-folder founded. so I just downloaded the "zip"file instead of "tar.gz", and everything is ok now.
</p></description>
		</item>
		<item>
			<title>TheCodeTroll on "CCprogressTimer blues! Unable to use Sprite Sheets?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29021#post-143159</link>
			<pubDate>Tue, 07 Feb 2012 22:32:38 +0000</pubDate>
			<dc:creator>TheCodeTroll</dc:creator>
			<guid isPermaLink="false">143159@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>thank you a lot for that reply haha... yeah had a hunch that it had to do with some inner workings of the way it was drawn?</p>
<p>Will take a look at the class and changes etc...<br />
I really should get around to updating to cocos 2.0 :/ but it would cause probably more hassle for this game than its worth XD </p>
<p>again, thanks Lam
</p></description>
		</item>
		<item>
			<title>araker on "New Animation format: delays and notifications per frame"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28734#post-143124</link>
			<pubDate>Tue, 07 Feb 2012 20:45:55 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">143124@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I was also thinking about adding variable delay to the animation system, for making the animated particle extension more useful. Good to see Riq already tackled it, I'll integrate this as well in 1.1.
</p></description>
		</item>
		<item>
			<title>Lam on "CCprogressTimer blues! Unable to use Sprite Sheets?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29021#post-143112</link>
			<pubDate>Tue, 07 Feb 2012 20:17:32 +0000</pubDate>
			<dc:creator>Lam</dc:creator>
			<guid isPermaLink="false">143112@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Yeah sorry about that ... what was I thinking?<br />
I encountered the same thing when trying to use progress timer with Legendary Wars and Monster Wars.</p>
<p>Fortunately I added the ability to use spritesheets with the newest progress timer.  Unfortunately I changed a lot of how you would set the progress timer up so I wasn't able to add it to cocos2d 1.0.</p>
<p>The newest CCProgressTimer is added to the cocos2d 2.0 though (but that only supports GLES2.0).</p>
<p>So I'll give you the link to my dropbox account for the time being until things can be sorted out.</p>
<p><a href="http://dl.dropbox.com/u/271717/ProgressTimer2.zip" rel="nofollow">http://dl.dropbox.com/u/271717/ProgressTimer2.zip</a></p>
<p>Lets talk about the major changes:</p>
<p>Instantiation:<br />
+ (id) progressWithSprite:(CCSprite*) sprite;<br />
- (id) initWithSprite:(CCSprite*) sprite;</p>
<p>You can now do that by passing a sprite and that sprite can be from a sprite frame.  Note that this is a MAJOR change so REALLY use the new properties to get the right progress look.</p>
<p>I've reduced the progress types to <strong>Radial</strong> and <strong>Bar</strong> and you change its look through the new properties I've added.</p>
<p>So lets look at the new properties.<br />
<strong>reverse</strong><br />
If you want a counter-clockwise radial indicator then you can set the reverse property rather than setting the type like before.  This reverse property allowed me to have a cool effect for bar progress timer types.</p>
<p><strong>midpoint</strong><br />
Midpoint can also change the look of the radial/bar progression. It should usually be at {0.5, 0.5} so the radial looks like a clock. Modifying the midpoint moves the center around.  </p>
<p>This is more important for the bar types since we can have more variety by modifying the midpoint.  You can now have bar start at the left (0,0), right (1,0), top (0,1), or bottom (0,1).  Actually anything in between as well.</p>
<p><strong>barChangeRate</strong><br />
barChangeRate only works on the bar types and what it does is modify the rate that x and y would change due to the percentage.<br />
So if you want a horizontal bar then the bar rate would be {1, 0} which means x will move at the rate of 1 percentage but y can't move at all (since it's 0).<br />
With that kinda idea in mind, we can create a vertical bar like so: {0, 1}.<br />
Or even a weird bar that can move both in the x and y but maybe slower on the y {1, 0.5}</p>
<p>So I had to rewrite CCTransitionRadial.m a bit because of the new changes but that is really a scene transition and the only thing you're really looking at is CCProgressTimer itself.</p>
<p>Feel free to ask or PM me if you have any problems replacing the file.
</p></description>
		</item>
		<item>
			<title>TheCodeTroll on "CCprogressTimer blues! Unable to use Sprite Sheets?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29021#post-143088</link>
			<pubDate>Tue, 07 Feb 2012 18:01:52 +0000</pubDate>
			<dc:creator>TheCodeTroll</dc:creator>
			<guid isPermaLink="false">143088@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey, so I'm using a progress timer, as a kind of energy /health representation.<br />
And all works very nicely, if i just use a single .png file, right from resources on its own.</p>
<p>But as I'm trying to save space, and keep things together nicely, I'm using sprite sheets for everything.<br />
Which also, is working very nicely. The only problem is I can't get the progress timer to work, AT ALL<br />
With a frame from my tile sheet...</p>
<p>I can initWithTexture, and give it the tile sheet, but as expected it uses the whole sheet as the sprite.<br />
I wrote an init with spriteFrameName method for the CCProgressTimer class,<br />
Where I Init self.sprite with the [CCSprite spriteWithSpriteFrameName: ]; method...<br />
But this doesnt work either, The sprite is returned, as there is data in self.sprite, but it wont draw it.<br />
I also went back and tried it by initialising with a dummy image, and then calling [progressTime setSprite:];<br />
but even calling that and setting it to a sprite that came from the sprite sheet ISNT WORKING :&#124;<br />
is there any reason at all that the class does this / was designed this way O_o?</p>
<p>I apreciate any input help, or advice... thanks :/
</p></description>
		</item>
		<item>
			<title>riq on "New Animation format: delays and notifications per frame"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28734#post-143087</link>
			<pubDate>Tue, 07 Feb 2012 18:01:39 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">143087@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Update:</p>
<p><code>delay units</code> -&#62; <code>delayUnits</code><br />
<code>delay per unit</code> -&#62; <code>delayPerUnit</code><br />
<code>restore original frame</code> -&#62; <code>restoreOriginalFrame</code>
</p></description>
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		<item>
			<title>ayt on "cocos2d v2.0-beta2 released!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28420#post-143038</link>
			<pubDate>Tue, 07 Feb 2012 14:55:15 +0000</pubDate>
			<dc:creator>ayt</dc:creator>
			<guid isPermaLink="false">143038@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p><code>and all the files under test menu are marked in red.</code><br />
This means that it's saved that there are these files in the project but they are not in the project folder.
</p></description>
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			<title>ihappyfish on "cocos2d v2.0-beta2 released!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28420#post-143035</link>
			<pubDate>Tue, 07 Feb 2012 14:26:50 +0000</pubDate>
			<dc:creator>ihappyfish</dc:creator>
			<guid isPermaLink="false">143035@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>when I upgrade from v2.0 beta to beta2, things become incredible<br />
All the tests can't build successfully with the following error:</p>
<p>clang: error: no such file or directory: '/Users/eseedo/Documents/cocos2d-iphone/tests/main.m'<br />
clang: error: no input files</p>
<p>and all the files under test menu are marked in red.<br />
how to solve this problem?
</p></description>
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		<item>
			<title>Duckwit on "[GAME] Sneak Peek at League of Evil 2"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/24718/page/2#post-142925</link>
			<pubDate>Mon, 06 Feb 2012 20:27:35 +0000</pubDate>
			<dc:creator>Duckwit</dc:creator>
			<guid isPermaLink="false">142925@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I. WANT. NOW.<br />
(Coming from a fan who got 3* on every level :D)
</p></description>
		</item>
		<item>
			<title>jptsetung on "[GAME] Sneak Peek at League of Evil 2"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/24718/page/2#post-142908</link>
			<pubDate>Mon, 06 Feb 2012 18:51:29 +0000</pubDate>
			<dc:creator>jptsetung</dc:creator>
			<guid isPermaLink="false">142908@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Yeah, you're awaited <a href="http://toucharcade.com/2012/02/06/league-of-evil-2-trailer-i-need-this" rel="nofollow">http://toucharcade.com/2012/02/06/league-of-evil-2-trailer-i-need-this</a>
</p></description>
		</item>
		<item>
			<title>ravenousgames on "[GAME] Sneak Peek at League of Evil 2"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/24718/page/2#post-142899</link>
			<pubDate>Mon, 06 Feb 2012 18:10:11 +0000</pubDate>
			<dc:creator>ravenousgames</dc:creator>
			<guid isPermaLink="false">142899@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@riq: Ha ha! It sure does, plays REALLY nice on iCade with iPad 2.
</p></description>
		</item>
		<item>
			<title>riq on "[GAME] Sneak Peek at League of Evil 2"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/24718/page/2#post-142892</link>
			<pubDate>Mon, 06 Feb 2012 17:53:45 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">142892@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Nice trailer. I want it now! :) Does it also support iCade ?
</p></description>
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			<title>ravenousgames on "[GAME] Sneak Peek at League of Evil 2"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/24718/page/2#post-142871</link>
			<pubDate>Mon, 06 Feb 2012 16:18:26 +0000</pubDate>
			<dc:creator>ravenousgames</dc:creator>
			<guid isPermaLink="false">142871@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>We got our trailer produced and are super happy with the results. Another awesome Cocos2D game coming out in another week!</p>
<p><a href="http://www.youtube.com/watch?v=ogBm9DVtu5Y" rel="nofollow">http://www.youtube.com/watch?v=ogBm9DVtu5Y</a>
</p></description>
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			<title>amorya on "Objc-runtime + Foundation framework running on android!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25414/page/3#post-142485</link>
			<pubDate>Fri, 03 Feb 2012 10:32:29 +0000</pubDate>
			<dc:creator>amorya</dc:creator>
			<guid isPermaLink="false">142485@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm holding out hope due to this post:</p>
<blockquote><p>I will open source the project when it's ready for prime-time... Right now it's not even close to anything organized... Once I can actually get cocos2d-iphone compiling and running opengles1.1, I'll clean everything up and put it up somewhere..</p></blockquote>
<p>It's not that I don't want to pay, it's more that I want to do something different with this tech that doesn't relate to Cocos2D, so a game porting service wouldn't help me.</p>
<p>There's also this effort, if anyone's interested: <a href="https://github.com/DmitrySkiba/itoa" rel="nofollow">https://github.com/DmitrySkiba/itoa</a>
</p></description>
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			<title>ej on "Objc-runtime + Foundation framework running on android!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25414/page/3#post-142464</link>
			<pubDate>Fri, 03 Feb 2012 07:25:28 +0000</pubDate>
			<dc:creator>ej</dc:creator>
			<guid isPermaLink="false">142464@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hey guys, looks like jordo is having some bigger plans with this:<br />
<a href="http://www.cocos2d-iphone.org/archives/1774" rel="nofollow">http://www.cocos2d-iphone.org/archives/1774</a></p>
<p>good for him! cant give everything away. but sounds like they are being a bit more tight lipped with this going forward in regards to open source.</p>
<p>so if you are waiting on an open option to do this, best get cracking on your own.
</p></description>
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			<title>slembcke on "boxing chipmunks: box2d vs chipmunk - which to choose and how to choose?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4591#post-142339</link>
			<pubDate>Thu, 02 Feb 2012 16:45:00 +0000</pubDate>
			<dc:creator>slembcke</dc:creator>
			<guid isPermaLink="false">142339@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>That TIGSource post is two years old and pretty out of date now. I try to keep things unbiased, but obviously I like Chipmunk a bit better having written it. ;) There was a more recent one here on the Cocos2D forums -&#62; <a href="http://www.cocos2d-iphone.org/forum/topic/20201" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/20201</a></p>
<p>For a definitely biased comparison (compared to the link in the last paragraph):</p>
<p>I think Chipmunk's API is a lot simpler than Box2D's while also being more flexible. Common things like collision callbacks, raycasts or just creating objects take a fraction as much code in Chipmunk. On the fancier end of features, Box2D doesn't really let you override integration, doesn't really let you adjust constraints to do interesting things, and doesn't provide any sort of "surface velocity" like Chipmunk does. Without the ability to do these things in Box2D, people almost always hack their way to a mostly working solution using impulses instead which often introduces stability issues. (To be fair, I probably need more example code of how to do this though.) Another basic advantage of Chipmunk that I see is that it doesn't force you to use meters and kilograms. Box2D's performance and stability can suffer greatly if you use pixels, tiles, or some other more convenient arbitrary unit for distance. I've been moving away from having thresholds that need to be tuned in Chipmunk whenever possible. In Chipmunk 6, there are really only two left, one is size invariant the other can just be ignored 95% of the time anyway.</p>
<p>Chipmunk's <a href="http://chipmunk-physics.net/chipmunkPro.php#<a href='http://www.cocos2d-iphone.org/forum/tags/performance'>Performance</a>">performance</a> is far better than Box2D, especially for projects that only want collision detection and don't heavily use physics (like 3-4x faster in that case). We also have a multi-threaded and NEON optimized solver available in Chipmunk Pro that makes things even faster.</p>
<p>Shameless plug: On top of the regular open-source part of Chipmunk, we also sell Chipmunk Pro where we've added a full Obj-C binding to make the API even simpler where possible, support Cocoa style memory management (including ARC support), and easier support for working with composite objects. It also has some platform specific optimizations (NEON and multithreaded solver), and our autogeometry module for doing deformable terrain or dynamic shape generation from images or procedural data at runtime.
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			<title>araker on "Add a sprite container to a CCSpriteBatchNode?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28351#post-142337</link>
			<pubDate>Thu, 02 Feb 2012 16:09:46 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">142337@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks, fixed in the <a href="https://github.com/cocos2d/cocos2d-iphone/pull/150">develop branch</a>.
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			<title>ThePacMan on "Objc-runtime + Foundation framework running on android!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25414/page/3#post-142329</link>
			<pubDate>Thu, 02 Feb 2012 14:56:13 +0000</pubDate>
			<dc:creator>ThePacMan</dc:creator>
			<guid isPermaLink="false">142329@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hum, what are the chances of this ever becoming open-source?</p>
<p>This sounds really interesting to me.
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			<title>crmagicxxx on "boxing chipmunks: box2d vs chipmunk - which to choose and how to choose?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4591#post-142316</link>
			<pubDate>Thu, 02 Feb 2012 13:36:14 +0000</pubDate>
			<dc:creator>crmagicxxx</dc:creator>
			<guid isPermaLink="false">142316@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Now my post is useless, so please remove it too :)
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			<title>itlgames on "boxing chipmunks: box2d vs chipmunk - which to choose and how to choose?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4591#post-142315</link>
			<pubDate>Thu, 02 Feb 2012 13:32:48 +0000</pubDate>
			<dc:creator>itlgames</dc:creator>
			<guid isPermaLink="false">142315@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>removed spam :)
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			<title>crmagicxxx on "boxing chipmunks: box2d vs chipmunk - which to choose and how to choose?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4591#post-142292</link>
			<pubDate>Thu, 02 Feb 2012 11:06:17 +0000</pubDate>
			<dc:creator>crmagicxxx</dc:creator>
			<guid isPermaLink="false">142292@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Lol for spam
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			<title>gogokodo on "Objc-runtime + Foundation framework running on android!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25414/page/3#post-142207</link>
			<pubDate>Wed, 01 Feb 2012 21:06:07 +0000</pubDate>
			<dc:creator>gogokodo</dc:creator>
			<guid isPermaLink="false">142207@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>cocos2d-x is cool but it definitely has some short-comings so this would definitely be great to try out at some point. When I first started with objective-c it felt weird after using c++ for so long but now I really dislike going back to c++ after using objective-c on some projects.
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