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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>DevBlog: Project Moldering - Latest Comments in Custom Polygons as Boundaries</title><link>http://devblogprojectmoldering.disqus.com/</link><description>None</description><atom:link href="https://devblogprojectmoldering.disqus.com/custom_polygons_as_boundaries/latest.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Mon, 06 Jul 2009 00:21:26 -0000</lastBuildDate><item><title>Re: Custom Polygons as Boundaries</title><link>http://devblog.projectmoldering.com/post/135778188#comment-12187279</link><description>&lt;p&gt;Ah, interesting. Thanks for pointing that out! It's good information to know. I knew there had to be a reason. Now, I just need to remember to draw them clockwise so I don't make some maps that don't work and wonder why.&lt;/p&gt;&lt;p&gt;-James&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Mon, 06 Jul 2009 00:21:26 -0000</pubDate></item><item><title>Re: Custom Polygons as Boundaries</title><link>http://devblog.projectmoldering.com/post/135778188#comment-12170197</link><description>&lt;p&gt;Polygons have to be drawn clockwise because this way the inside is always on the right of a segment, that leads to some simplifications and optimizations in the collision detection code. It's a bit like the idea of back face culling in 3D rendering.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Drealmer</dc:creator><pubDate>Sun, 05 Jul 2009 07:35:15 -0000</pubDate></item></channel></rss>