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		<title>cocos2d for iPhone &#187; Topic: Using Chipmunk only for Collision detection</title>
		<link>http://www.cocos2d-iphone.org/forum/topic/577</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
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		<pubDate>Fri, 10 Feb 2012 01:22:59 +0000</pubDate>
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		<item>
			<title>dany on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577/page/2#post-27133</link>
			<pubDate>Thu, 18 Feb 2010 08:26:41 +0000</pubDate>
			<dc:creator>dany</dc:creator>
			<guid isPermaLink="false">27133@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks :)
</p></description>
		</item>
		<item>
			<title>shivaz on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577/page/2#post-27114</link>
			<pubDate>Thu, 18 Feb 2010 05:22:07 +0000</pubDate>
			<dc:creator>shivaz</dc:creator>
			<guid isPermaLink="false">27114@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Have re-uploaded the code if anyone is interested.<br />
Sorry @<a href='http://www.cocos2d-iphone.org/forum/profile/4154'>Bongeh</a> wasn't paying attention to the list!</p>
<p><a href="http://files.me.com/shivaz/5jb01u" rel="nofollow">http://files.me.com/shivaz/5jb01u</a></p>
<p>Justin
</p></description>
		</item>
		<item>
			<title>Bongeh on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-20403</link>
			<pubDate>Mon, 07 Dec 2009 13:17:05 +0000</pubDate>
			<dc:creator>Bongeh</dc:creator>
			<guid isPermaLink="false">20403@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>could you reupload the sample code please?
</p></description>
		</item>
		<item>
			<title>okayra on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-14512</link>
			<pubDate>Tue, 06 Oct 2009 15:51:21 +0000</pubDate>
			<dc:creator>okayra</dc:creator>
			<guid isPermaLink="false">14512@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi guys, I am new bee and I was wondering the code listed on cool projects for air hockey game.cpMouse was used there, Does anybody now what code should use the same function for the new cocos2d 0.8.1 version.Thanks
</p></description>
		</item>
		<item>
			<title>cando on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-12102</link>
			<pubDate>Thu, 17 Sep 2009 22:08:29 +0000</pubDate>
			<dc:creator>cando</dc:creator>
			<guid isPermaLink="false">12102@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>this is cool! So what did u do to get rid of the physics stuff?<br />
Did u update the chipmunk library?
</p></description>
		</item>
		<item>
			<title>RedshirtRich on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-8909</link>
			<pubDate>Fri, 21 Aug 2009 17:46:59 +0000</pubDate>
			<dc:creator>RedshirtRich</dc:creator>
			<guid isPermaLink="false">8909@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Anybody know if you could use this chipmunk collision in conjunction with a collision MAP?<br />
I already have my level laid out for collision using a mask ( see <a href="http://www.cocos2d-iphone.org/forum/topic/1188" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/1188</a> ), and would like to check against that map with my moving sprites using this Chipmunk example.  I just don't know if they will play well together.
</p></description>
		</item>
		<item>
			<title>jd on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-4207</link>
			<pubDate>Thu, 16 Jul 2009 12:31:09 +0000</pubDate>
			<dc:creator>jd</dc:creator>
			<guid isPermaLink="false">4207@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>If you use chipmunk for your bullets, you can do something like this:<br />
<pre><code>-(void) fireFromTo: (float) x y:(float)y a:(float)a
{
	bulletBody-&#62;p = cpv(x,y);
	bulletBody-&#62;v = cpv(cos(a)*480, sin(a)*320);
}</code></pre>
<p>You provide the start x,y and the angle.</p>
<p>You can take the bullet code from this site <a href="http://morethanmachine.com/macdev/?p=91" rel="nofollow">http://morethanmachine.com/macdev/?p=91</a> and just add my method and call it instead of their fireFromX method (which doesn't account for angle).
</p></description>
		</item>
		<item>
			<title>symadept on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-4163</link>
			<pubDate>Thu, 16 Jul 2009 04:09:36 +0000</pubDate>
			<dc:creator>symadept</dc:creator>
			<guid isPermaLink="false">4163@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Can anyone please look into my issue. I want to move the bullet from Shooter to the Object. If I use body position change, then it is so fast I can't see any animation. If I use MoveTo then the actual body is not moved.</p>
<p>How can I do this.</p>
<p>Regards<br />
mustafa<br />
<a href="mailto:symadept@gmail.com">symadept@gmail.com</a>
</p></description>
		</item>
		<item>
			<title>Korki696 on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-4123</link>
			<pubDate>Wed, 15 Jul 2009 19:42:42 +0000</pubDate>
			<dc:creator>Korki696</dc:creator>
			<guid isPermaLink="false">4123@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey shivaz,<br />
So i had an idea that might work if i can figure it out. pretty much what i need to do is check on what side it collided and then somehow make that axis stay the same while its colided.<br />
Does that make sense?<br />
-Lars
</p></description>
		</item>
		<item>
			<title>symadept on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-4070</link>
			<pubDate>Wed, 15 Jul 2009 08:59:18 +0000</pubDate>
			<dc:creator>symadept</dc:creator>
			<guid isPermaLink="false">4070@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>When I was posting this then one point strike to me.</p>
<p>Actually while moving the sprite to the objects location, I am doing this way.<br />
`<code><br />
  //Moving sprite<br />
  id actionBy = [MoveTo actionWithDuration:0.5f  position: objectPos];<br />
  [_bulletSprite runAction: actionBy];<br />
  //Moving body<br />
  _bulletBody-&#62;p = bulletPos;<br />
  _bulletBody-&#62;v = cpv(0,0);<br />
</code></p>
<p>I guess here is the catch, moving the body. Now what happens is that Body is moving faster than the Sprite because of which I could see CollisionDetect callback is called in which I am hiding the Object and the Sprite actually moves bit later. Now can anyone tell me, how can I move Sprite &#38; Body together with same duration.</p>
<p>Regards<br />
Mustafa<br />
<a href="mailto:symadept@gmail.com">symadept@gmail.com</a>
</p></description>
		</item>
		<item>
			<title>symadept on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-4069</link>
			<pubDate>Wed, 15 Jul 2009 08:53:22 +0000</pubDate>
			<dc:creator>symadept</dc:creator>
			<guid isPermaLink="false">4069@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi Shivaz,</p>
<p>I am facing the same kind of problem.</p>
<p>I have issued MoveTo action on one sprite to the location of the other sprite. This should result in the callback of the collision, this is happening with me now. But What I could see is that the callback is called before the object actually reached there because of which my object disappears before the other one reaches. But I am scared why this is happening...</p>
<p>Waiting for your response...</p>
<p>Regards<br />
Mustafa
</p></description>
		</item>
		<item>
			<title>shivaz on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-4060</link>
			<pubDate>Wed, 15 Jul 2009 05:26:03 +0000</pubDate>
			<dc:creator>shivaz</dc:creator>
			<guid isPermaLink="false">4060@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Okay, well good luck with that! You would think there would be a way to run actions directly on a cpBody/cpShape - but I don't think there is :(</p>
<p>Maybe if you check out the actioncode in the new release candidate, there might be something there. Or maybe have to roll your own actions for chipmunk.</p>
<p>If it is only a moveTo that you need - then that might not be needed.<br />
You could set the velocity of the cpBody - and then when it gets where you want, set the velocity to 0. Just thinking out loud.
</p></description>
		</item>
		<item>
			<title>Korki696 on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-4059</link>
			<pubDate>Wed, 15 Jul 2009 05:14:29 +0000</pubDate>
			<dc:creator>Korki696</dc:creator>
			<guid isPermaLink="false">4059@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ok so that will solve part of my problem but now that i read my post again it was a little unclear. what i have are three characters that you can select and move. what i want to happen is that when you move one character into another they will not be able to go anywhere unless they go around.</p>
<p>I would do this all in chipmunk the real way but i havent found any way to have a moveTo type of feature<br />
-Lars
</p></description>
		</item>
		<item>
			<title>shivaz on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-4057</link>
			<pubDate>Wed, 15 Jul 2009 05:09:12 +0000</pubDate>
			<dc:creator>shivaz</dc:creator>
			<guid isPermaLink="false">4057@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Then in that case, your<br />
	cpSpaceAddCollisionPairFunc(space, 1, 2, &#38;spriteToWallCollision, self);<br />
Would be 1, 2 or something. Where 1 is your static object and 2 is your moving object.</p>
<p>Then "a" is your wall, and "b" is your sprite.</p>
<p>So change your collision function to be:<br />
<pre><code>static int spriteToWallCollision(cpShape *a, cpShape *b, cpContact *contacts, int numContacts, cpFloat normal_coef, void *data)
{
	MySprite *sprite = b-&#62;data;
	MySprite *wall = a-&#62;data;

	if( sprite ) {
		[sprite stopAllActions];
		[sprite setPosition:ccp(b-&#62;body-&#62;p.x-(b-&#62;body-&#62;p.x-a-&#62;body-&#62;p.x)/2 + 2, b-&#62;body-&#62;p.y-(b-&#62;body-&#62;p.y-a-&#62;body-&#62;p.y)/2 + 2)];
	} 

	return 0;
}</code></pre>
<p>Probably barking up the wrong tree. The move is just so the collisions stop. What you really need to do is get the b-&#62;body-&#62;p.x - a-&#62;body-&#62;p.x and find out if it is positive or negative. Then add or take 1 from the current x of b. Then repeat for the y. That will make it look like the object just stops.
</p></description>
		</item>
		<item>
			<title>Korki696 on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-4055</link>
			<pubDate>Wed, 15 Jul 2009 04:49:05 +0000</pubDate>
			<dc:creator>Korki696</dc:creator>
			<guid isPermaLink="false">4055@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey<br />
So that works but its really not what im after all i want is that as if its a static object if it hits it it wont go through and it wont move it<br />
Thanks<br />
-Lars
</p></description>
		</item>
		<item>
			<title>shivaz on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-4054</link>
			<pubDate>Wed, 15 Jul 2009 04:43:27 +0000</pubDate>
			<dc:creator>shivaz</dc:creator>
			<guid isPermaLink="false">4054@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Can't help much with those samples (have only had a quick look at them), but I did have another play with my sample - and there is something you can do, that might achieve what you want. Haven't fully tested it. But if you replace your spriteToSpriteCollision with the following - it will repel the collided sprites away from each other. You could add any code in here to stop the current action - or add a new one. Its just a start.</p>
<pre><code>static int spriteToSpriteCollision(cpShape *a, cpShape *b, cpContact *contacts, int numContacts, cpFloat normal_coef, void *data)
{
//	MotionLayer *motionLayer = (MotionLayer*) data; // access to the layer.
//	a-&#62;body-&#62;p // do something with the position of a
//	b-&#62;body-&#62;v // do something with the velocity of b

	MySprite *sprite = a-&#62;data;
	MySprite *sprite2 = b-&#62;data;
	if( sprite ) {
		// Calculate the distance between anchor points - then move the sprites  that much away from each other. Could probably make them move half as much - up to you.
		[sprite setPosition:ccp(2*a-&#62;body-&#62;p.x - b-&#62;body-&#62;p.x, 2*a-&#62;body-&#62;p.y- b-&#62;body-&#62;p.y)];
		[sprite2 setPosition:ccp(2*b-&#62;body-&#62;p.x - a-&#62;body-&#62;p.x, 2*b-&#62;body-&#62;p.y- a-&#62;body-&#62;p.y)];
		// [sprite setCollided:YES]; // if you have a collided property.
		// [sprite2 setCollided:YES];// on your sprites - and want to set off
		NSLog(@&#34;Collided!&#34;);         // audio or something.
	} 

	return 0;
}</code></pre></description>
		</item>
		<item>
			<title>Korki696 on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-4052</link>
			<pubDate>Wed, 15 Jul 2009 04:12:53 +0000</pubDate>
			<dc:creator>Korki696</dc:creator>
			<guid isPermaLink="false">4052@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hey so i looked into grabbed and thrown. thrown isnt compiling for me but grabbed is the only thing i see that will be a problem is that there is no moveTo feature where it follows the mouse not just move with the mouse. Is there a way i can do this by modifiyng the current code and using the ccTouchedBegan, Moved, and Ended methods?<br />
Thanks<br />
-Lars
</p></description>
		</item>
		<item>
			<title>shivaz on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-4051</link>
			<pubDate>Wed, 15 Jul 2009 04:07:04 +0000</pubDate>
			<dc:creator>shivaz</dc:creator>
			<guid isPermaLink="false">4051@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@virtualdude. Just realised my code was wrong. Remove the shape-&#62; as it is the shape that you are already accessing:</p>
<p>Sprite *sprite = a-&#62;data;<br />
if( sprite ) {<br />
// Do something with your sprite.<br />
}
</p></description>
		</item>
		<item>
			<title>Korki696 on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-4040</link>
			<pubDate>Wed, 15 Jul 2009 01:06:03 +0000</pubDate>
			<dc:creator>Korki696</dc:creator>
			<guid isPermaLink="false">4040@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey shivaz<br />
I didn't think you could add it easily but I thought I might as well ask. As for the choppiness I'll redo chipmunk, see how it is then and if it's still choppy and if can't fix it I'll post it ip here<br />
Thanks again<br />
-Lars
</p></description>
		</item>
		<item>
			<title>shivaz on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-4029</link>
			<pubDate>Wed, 15 Jul 2009 00:11:00 +0000</pubDate>
			<dc:creator>shivaz</dc:creator>
			<guid isPermaLink="false">4029@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello Lars</p>
<p>Should be able to move sprites smoothly, can you send me the code changes you have made - and I will test here?</p>
<p>Secondly, it sounds like you are wanting to use Chipmunk for more than just collision detection! This project has set it up just for that.  You will need to add the body to the space, and update the eachShape function so that it updates the sprite position and rotation to copy the shape - the reverse of what is currently setup.<br />
You are better off checking out Grabbed or Thrown - <a href="http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:sample_games" rel="nofollow">http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:sample_games</a></p>
<p>They use cpMouse I believe for movement.
</p></description>
		</item>
		<item>
			<title>Korki696 on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-4004</link>
			<pubDate>Tue, 14 Jul 2009 21:18:44 +0000</pubDate>
			<dc:creator>Korki696</dc:creator>
			<guid isPermaLink="false">4004@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey so I have a quick question. im still learning chipmunk but the one think i cant seem to figure out is that i modified it a little to have 3 moving sprites now. Im having a couple problems.</p>
<p>First: whenever i move a sprite it is very slow and choppy. Has anyone else had this problem.</p>
<p>Second which is my main problem i want to fix is that i like the collision detection between these but right now they just go through each other. What i have are three characters and i want them to be able to run into each other so they have to go around.<br />
Thanks<br />
-Lars
</p></description>
		</item>
		<item>
			<title>virtudude on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-3694</link>
			<pubDate>Mon, 13 Jul 2009 02:04:53 +0000</pubDate>
			<dc:creator>virtudude</dc:creator>
			<guid isPermaLink="false">3694@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/560'>SmallMike</a>, @<a href='http://www.cocos2d-iphone.org/forum/profile/212'>shivaz</a> Thanks! This seems so obvious, now, of course.  :-)
</p></description>
		</item>
		<item>
			<title>shivaz on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-3677</link>
			<pubDate>Mon, 13 Jul 2009 00:15:07 +0000</pubDate>
			<dc:creator>shivaz</dc:creator>
			<guid isPermaLink="false">3677@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/249'>virtudude</a> - yes absolutely! As SmallMike mentioned - when you add the cpShape to the sprite you store a link to the sprite in data.</p>
<p>So in the Collision function you can access the sprite as such:</p>
<p>Sprite *sprite = a-&#62;shape-&#62;data;<br />
if( sprite ) {<br />
      // Do something with your sprite.<br />
}
</p></description>
		</item>
		<item>
			<title>SmallMike on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-3663</link>
			<pubDate>Sun, 12 Jul 2009 18:15:38 +0000</pubDate>
			<dc:creator>SmallMike</dc:creator>
			<guid isPermaLink="false">3663@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>When you create your sprites / shapes you could associate your sprites with a shape by putting the sprite pointer in the cpShape.data member. Or you could do the reverse and add a void* data member to the CocosNode class (either with a new class or modifying the source directly).</p>
<p>Don't know if that suggestion helps, I didn't actually look at that code yet, just sounded like a familiar question.
</p></description>
		</item>
		<item>
			<title>virtudude on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-3662</link>
			<pubDate>Sun, 12 Jul 2009 17:59:42 +0000</pubDate>
			<dc:creator>virtudude</dc:creator>
			<guid isPermaLink="false">3662@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Is there a more clever way to get the Sprite objects in spriteToSpriteCollision() other than to enumerate over the layer and look for Sprites that match the location of the cpShapes passed in?
</p></description>
		</item>
		<item>
			<title>shivaz on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-3525</link>
			<pubDate>Sat, 11 Jul 2009 03:36:36 +0000</pubDate>
			<dc:creator>shivaz</dc:creator>
			<guid isPermaLink="false">3525@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Sorry about that Sunsu - fps_images.png was in there originally - but got dropped when I was lightening it up! Surprised it made it crash though - thought I removed all reference to it.</p>
<p>@<a href='http://www.cocos2d-iphone.org/forum/profile/51'>jd</a>. Absolutely, the collision detection will work with rotation - and you can make much more complex bodies - instead of just the box in the demo. There was a great tutorial some where that has a ball and a red bowl - the bowl is made up of 4 or 5 pieces. Explains all about making complex shapes with chipmunk. Any one know which one I mean? Lost it sorry.</p>
<p>Justin
</p></description>
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			<title>sunsu on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-3473</link>
			<pubDate>Fri, 10 Jul 2009 15:19:48 +0000</pubDate>
			<dc:creator>sunsu</dc:creator>
			<guid isPermaLink="false">3473@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ahh...adding fps_images.png fixed it. I should have seen that. Thanks!</p>
<p>-Sunsu
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			<title>cacaty on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-3469</link>
			<pubDate>Fri, 10 Jul 2009 15:10:51 +0000</pubDate>
			<dc:creator>cacaty</dc:creator>
			<guid isPermaLink="false">3469@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>manual add fps_images.png if the app crash
</p></description>
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			<title>sunsu on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-3468</link>
			<pubDate>Fri, 10 Jul 2009 15:10:46 +0000</pubDate>
			<dc:creator>sunsu</dc:creator>
			<guid isPermaLink="false">3468@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>From a quick look at the modified "eachShape" function, I believe it does.</p>
<p>-Sunsu
</p></description>
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			<title>jd on "Using Chipmunk only for Collision detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/577#post-3467</link>
			<pubDate>Fri, 10 Jul 2009 15:08:46 +0000</pubDate>
			<dc:creator>jd</dc:creator>
			<guid isPermaLink="false">3467@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Awesome.  Thanks for the contribution since this question comes up often.  Does it handle objects that have been rotated?
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