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	<title>Comments on: Code: 2D line intersection</title>
	<atom:link href="http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/feed/" rel="self" type="application/rss+xml" />
	<link>http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/</link>
	<description>Computational aesthetics and programming for artists and designers.</description>
	<lastBuildDate>Tue, 31 Jan 2012 05:39:21 -0500</lastBuildDate>
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	<item>
		<title>By: Jorge</title>
		<link>http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/comment-page-1/#comment-392525</link>
		<dc:creator>Jorge</dc:creator>
		<pubDate>Tue, 29 Nov 2011 18:28:59 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/#comment-392525</guid>
		<description>Hi!

Both seams to work well, but what would I need to change to not detect an intersection if the line only touches the other?

Thank you</description>
		<content:encoded><![CDATA[<p>Hi!</p>
<p>Both seams to work well, but what would I need to change to not detect an intersection if the line only touches the other?</p>
<p>Thank you</p>
]]></content:encoded>
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	<item>
		<title>By: Moj</title>
		<link>http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/comment-page-1/#comment-358037</link>
		<dc:creator>Moj</dc:creator>
		<pubDate>Sat, 24 Sep 2011 18:13:08 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/#comment-358037</guid>
		<description>If first set of code, there is &quot;ub=(xD1*yD3-yD1*xD3)/div;&quot;.  Is &quot;ub&quot; used anywhere??</description>
		<content:encoded><![CDATA[<p>If first set of code, there is &#8220;ub=(xD1*yD3-yD1*xD3)/div;&#8221;.  Is &#8220;ub&#8221; used anywhere??</p>
]]></content:encoded>
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	<item>
		<title>By: darus</title>
		<link>http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/comment-page-1/#comment-347446</link>
		<dc:creator>darus</dc:creator>
		<pubDate>Sat, 27 Aug 2011 13:06:43 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/#comment-347446</guid>
		<description>The first Code is more precise, althoug slower, but I used it for collision detection.

The second code messes up when using it for moving an object (the calculated intersection
is not 100% correct)</description>
		<content:encoded><![CDATA[<p>The first Code is more precise, althoug slower, but I used it for collision detection.</p>
<p>The second code messes up when using it for moving an object (the calculated intersection<br />
is not 100% correct)</p>
]]></content:encoded>
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	<item>
		<title>By: Shashank</title>
		<link>http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/comment-page-1/#comment-278820</link>
		<dc:creator>Shashank</dc:creator>
		<pubDate>Fri, 14 Jan 2011 18:35:12 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/#comment-278820</guid>
		<description>Very nice and informative post.......and comments are also amazing....thanx for the code.</description>
		<content:encoded><![CDATA[<p>Very nice and informative post&#8230;&#8230;.and comments are also amazing&#8230;.thanx for the code.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: marius watz</title>
		<link>http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/comment-page-1/#comment-244693</link>
		<dc:creator>marius watz</dc:creator>
		<pubDate>Sun, 04 Jul 2010 01:42:49 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/#comment-244693</guid>
		<description>Hi Oito! It looks like the ub calculation is redundant, an oversight on my part.</description>
		<content:encoded><![CDATA[<p>Hi Oito! It looks like the ub calculation is redundant, an oversight on my part.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: oito</title>
		<link>http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/comment-page-1/#comment-243979</link>
		<dc:creator>oito</dc:creator>
		<pubDate>Thu, 01 Jul 2010 08:07:07 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/#comment-243979</guid>
		<description>Hi,

thanks for the code. What are you calculating ub for?</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>thanks for the code. What are you calculating ub for?</p>
]]></content:encoded>
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	<item>
		<title>By: miska</title>
		<link>http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/comment-page-1/#comment-232650</link>
		<dc:creator>miska</dc:creator>
		<pubDate>Thu, 29 Apr 2010 07:27:37 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/#comment-232650</guid>
		<description>aha! just what I&#039;ve always wanted but didn&#039;t know where to find :) 

many thanks!</description>
		<content:encoded><![CDATA[<p>aha! just what I&#8217;ve always wanted but didn&#8217;t know where to find <img src='http://workshop.evolutionzone.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
<p>many thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Henri de Feraudy</title>
		<link>http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/comment-page-1/#comment-230989</link>
		<dc:creator>Henri de Feraudy</dc:creator>
		<pubDate>Tue, 20 Apr 2010 08:33:24 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/#comment-230989</guid>
		<description>It looks like you are just comparing every segment to every other segment for intersection. This is what I did at start, but becomes horribly slow in large data sets. It&#039;s much faster to use the line-sweep algorithm as described in Computational Geometry: Algorithms and Applications by
Marc de Berg et al</description>
		<content:encoded><![CDATA[<p>It looks like you are just comparing every segment to every other segment for intersection. This is what I did at start, but becomes horribly slow in large data sets. It&#8217;s much faster to use the line-sweep algorithm as described in Computational Geometry: Algorithms and Applications by<br />
Marc de Berg et al</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ibly</title>
		<link>http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/comment-page-1/#comment-180501</link>
		<dc:creator>ibly</dc:creator>
		<pubDate>Thu, 13 Aug 2009 04:30:18 +0000</pubDate>
		<guid isPermaLink="false">http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/#comment-180501</guid>
		<description>Thanks alot! I&#039;m using this in an iPhone game that I&#039;m working on. All I had to do is port it to Objective C.</description>
		<content:encoded><![CDATA[<p>Thanks alot! I&#8217;m using this in an iPhone game that I&#8217;m working on. All I had to do is port it to Objective C.</p>
]]></content:encoded>
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	<item>
		<title>By: SherlockForms Project BLOG &#187; 如何判定二个点，线或面是否相交</title>
		<link>http://workshop.evolutionzone.com/2007/09/10/code-2d-line-intersection/comment-page-1/#comment-58537</link>
		<dc:creator>SherlockForms Project BLOG &#187; 如何判定二个点，线或面是否相交</dc:creator>
		<pubDate>Fri, 28 Mar 2008 03:41:13 +0000</pubDate>
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