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Jan 23, 2016 at 1:32 history edited William CC BY-SA 3.0
Removed an out of date link.
Dec 16, 2011 at 5:10 comment added David Gouveia It only worked partially, I'll update the original post to ask for some input on this.
Dec 16, 2011 at 4:17 comment added David Gouveia Of course! I'll download Farseer now and give my idea a try.
Dec 16, 2011 at 4:15 comment added William @DavidGouveia, I don't have a personal website yet, but thanks for the thought. I'm just glad I could help you out. :) Make sure to let us know if you solve the physics issue.
Dec 16, 2011 at 4:12 comment added David Gouveia I was indeed thinking of writing about it, since I haven't updated the blog for a while. I've also just had an idea that might solve the physics problem, just need to give it a test run! Do you have a personal website that I could link to in order to give you credit for the idea?
Dec 16, 2011 at 4:08 comment added William @DavidGouveia, I'm glad you like the answer. I figured this solution was perfect namely because it avoids any per sprite work, and instead works very naturally. It's almost the plug'n'play of programming. Oh, and I'm looking forward to seeing a tutorial about 2D render wrapping on your blog. ;)
Dec 16, 2011 at 3:28 comment added David Gouveia I'm glad I asked this question. This is the sort of answer that went completely outside the box and nailed the problem. And best of all, the processing is done at the layer level, not at the sprite level. That's even better, thanks! Now I wonder if someone will come up with something equally brilliant for handling physics. :-)
Dec 16, 2011 at 3:23 vote accept David Gouveia
Dec 16, 2011 at 3:05 history answered William CC BY-SA 3.0