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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Adding 2D physics to your XNA Game Studio game. Part 1</title><link>http://blogs.msdn.com/b/brandf/archive/2010/01/04/adding-2d-physics-to-your-xna-game-studio-game-part-1.aspx</link><description>One of my hobby projects (again, not Microsoft official) is a port of the Box2D physics engine.&amp;#160; My brother Nathan Furtwangler and I have been porting Box2D to C#/XNA and we recently posted it on CodePlex under the MIT license.&amp;#160; We call it Box2D</description><dc:language>en-US</dc:language><generator>Telligent Evolution Platform Developer Build (Build: 5.6.50428.7875)</generator><item><title>re: Adding 2D physics to your XNA Game Studio game. Part 1</title><link>http://blogs.msdn.com/b/brandf/archive/2010/01/04/adding-2d-physics-to-your-xna-game-studio-game-part-1.aspx#10060448</link><pubDate>Fri, 10 Sep 2010 19:36:03 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10060448</guid><dc:creator>judd</dc:creator><description>&lt;p&gt;I brought it to silverlight this week. Nice result. Thanks to you and your brother !&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10060448" width="1" height="1"&gt;</description></item><item><title>re: Adding 2D physics to your XNA Game Studio game. Part 1</title><link>http://blogs.msdn.com/b/brandf/archive/2010/01/04/adding-2d-physics-to-your-xna-game-studio-game-part-1.aspx#10041232</link><pubDate>Thu, 22 Jul 2010 03:11:53 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10041232</guid><dc:creator>laurawelch</dc:creator><description>&lt;p&gt;Adding 2D physics to your XNA Game Studio game blog is really good. I hope it attracts everyone&amp;#39;s heart.&lt;/p&gt;
&lt;p&gt;Because the new technology used in this post is really best.&lt;/p&gt;
&lt;p&gt;Thank you for your good post.&lt;/p&gt;
&lt;p&gt;&amp;lt;a href=&amp;quot;&lt;a rel="nofollow" target="_new" href="http://amusementhub.co.uk&amp;quot;&amp;gt;entertainment&amp;lt;/a&amp;gt;"&gt;http://amusementhub.co.uk&amp;quot;&amp;gt;entertainment&amp;lt;/a&amp;gt;&lt;/a&gt;&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10041232" width="1" height="1"&gt;</description></item><item><title>re: Adding 2D physics to your XNA Game Studio game. Part 1</title><link>http://blogs.msdn.com/b/brandf/archive/2010/01/04/adding-2d-physics-to-your-xna-game-studio-game-part-1.aspx#10038172</link><pubDate>Wed, 14 Jul 2010 16:27:36 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10038172</guid><dc:creator>Simon Darkside Jackson</dc:creator><description>&lt;p&gt;Just done a post making reference to your efforts here and upgrading the BOX2D.XNA project to the windows phone 7.&lt;/p&gt;
&lt;p&gt;Any chance of a part 2 to this series?, would love to know more about contacts and how to properly detect collisions. &amp;nbsp;The documentation is a bit scarce.&lt;/p&gt;
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