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        <title>Johan van Mol.org</title>
        <description>Articles on Flash, Shockwave, webgames and web development.</description>
        <link>http://www.johanvanmol.org</link>
        <lastBuildDate>Wed, 08 Sep 2010 17:45:12 +0100</lastBuildDate>
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            <title>Welcome</title>
            <link>http://www.johanvanmol.org/index.php?option=com_content&amp;task=view&amp;id=25&amp;Itemid=0</link>
            <description>Welcome to the old personal site of Johan van Mol. Over the last couple of years my career has taken a turn. I stopped flash and web development and moved to a management position. I leave a number of popular articles online. My new blog can be found at www.buckminster.be (http://www.buckminster.be)  </description>
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            <title>The Unicode Workflow</title>
            <link>http://www.johanvanmol.org/index.php?option=com_content&amp;task=view&amp;id=34&amp;Itemid=37</link>
            <description>I was tired of finding myself utf8_encode()'ing and utf8-decode()'ing all over the place when dealing with multi-lingual Flash and HTML sites. My solution is the Unicode Workflow, a big word for a couple of simple rules which will save you a lot of headaches.</description>
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            <title>Collision detection &amp; bouncing part 3: bouncing balls</title>
            <link>http://www.johanvanmol.org/index.php?option=com_content&amp;task=view&amp;id=45&amp;Itemid=37</link>
            <description>This is the third article on collision detection and bouncing in Flash. This article will explain how collision works between a light object and a much heavier object, such as a ball and a wall. In this case the collision response is quite simple because the heavy object is not affected by the collision.This article builds on the algortihms explained in the first (http://www.johanvanmol.org/content/view/39/37/) and second (http://www.johanvanmol.org/content/view/41/37/) article.</description>
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            <title>Collision detection &amp; bouncing part 2: actionscript examples of collision detection</title>
            <link>http://www.johanvanmol.org/index.php?option=com_content&amp;task=view&amp;id=41&amp;Itemid=37</link>
            <description>At a jiu-jitsu seminar I asked a Japanese grandmaster which was the preferred way  to do a certain wrist lock. He answered:  Life has many ways, choose one . The same wisdom applies to collision detection. There are many ways to implement the intersection-of-line-segments-formula I explained in the first article (http://www.johanvanmol.org/content/view/39/37/). In this article we'll explore some algorithms in Flash to detect collisions of a moving circle or polygon enclosed by another polygon. </description>
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            <title>Collision detection &amp; bouncing part 1: intersection of line segments</title>
            <link>http://www.johanvanmol.org/index.php?option=com_content&amp;task=view&amp;id=39&amp;Itemid=37</link>
            <description>This is the first article in a series about collision detection and bouncing in Flash. Before we get to the real stuff, we need some preliminary knowledge: we need to know how to intersect line segments. In this article I'll show two ways to calculate the intersection of line segments. First we'll use the Slope-Intercept form of the lines to find their intersection. The second method uses a parametric equation, which will prove to be more elegant and require less time to compute.  Sample code is provided in Flash.</description>
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