<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="http://www.codeplex.com/rss.xsl"?><rss version="2.0"><channel><title>Farseer Physics Engine</title><link>http://www.codeplex.com/FarseerPhysics/Project/ProjectRss.aspx</link><description>The Farseer Physics Engine is an easy to use 2D physics engine designed for Microsoft&amp;#8217;s &amp;#42;XNA&amp;#42; and &amp;#42;Silverlight&amp;#42; platforms. The Farseer Physics Engine focuses on simplicity, useful features, and ena...</description><item><title>New Post: How to move forward?</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=31044</link><description>&lt;div style="line-height: normal;"&gt;Have you tried ApplyImpulse() instead?&lt;br&gt;
&lt;/div&gt;</description><author>wmfwlr</author><pubDate>Tue, 08 Jul 2008 19:05:54 GMT</pubDate><guid isPermaLink="false">New Post: How to move forward? 20080708070554P</guid></item><item><title>New Post: How to move forward?</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=31044</link><description>&lt;div style="line-height: normal;"&gt;That looks similar to the method I use but I see some numbers there and I'm not sure what their purpose is.&amp;nbsp; Anyway the system I'm using is working so if you want to dissect this small snippet of code and see if there's any differences, have at it.&amp;nbsp; The first two 'if' chunks are just to show the rotation I'm using is unmodified and you can ignore most of it.&amp;nbsp; I also use two functions, fSin and fCos, but their basically just shorter versions of what you're using cause I got sick of typing out all the conversions.&amp;nbsp; Hope this helps.&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if (iPlayerControlType == iTypeShip)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; fSpeed1 = Math.Abs(ShipBody[iPlayer].LinearVelocity.X) + Math.Abs(ShipBody[iPlayer].LinearVelocity.Y);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; fThrust = fShipThrust[iPlayer];&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; fTorqueAmount = fShipTorqueAmount[iPlayer];&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; fRotationAngle = ShipBody[iPlayer].Rotation;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; fMaxSpeed = fShipMaxSpeed[iPlayer];&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if (iPlayerControlType == iTypeCar)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; fSpeed1 = Math.Abs(CarBody[iPlayer].LinearVelocity.X) + Math.Abs(CarBody[iPlayer].LinearVelocity.Y);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; fThrust = fCarThrust[iPlayer];&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; fTorqueAmount = fCarTorqueAmount[iPlayer];&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; fRotationAngle = CarBody[iPlayer].Rotation;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; fMaxSpeed = fCarMaxSpeed[iPlayer];&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if (fSpeed1 &amp;gt; fMaxSpeed) fThrust = 0;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; //---------Get Forces&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if (KState.IsKeyDown(Keys.W))&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; vForce.X = fSin(fRotationAngle) * fThrust;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; vForce.Y = fCos(fRotationAngle) * fThrust * -1;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; else if (KState.IsKeyDown(Keys.S))&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; vForce.X = fSin(fRotationAngle + MathHelper.ToRadians(180)) * fThrust;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; vForce.Y = fCos(fRotationAngle + MathHelper.ToRadians(180)) * fThrust * -1;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if (KState.IsKeyDown(Keys.A)) { fTorque -= fTorqueAmount; }&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if (KState.IsKeyDown(Keys.D)) { fTorque += fTorqueAmount; }&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; //---------Apply Forces&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if (iPlayerControlType == iTypeShip)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; ShipBody[iPlayer].ApplyForce(vForce);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; ShipBody[iPlayer].ApplyTorque(fTorque);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if (iPlayerControlType == iTypeCar)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; CarBody[iPlayer].ApplyForce(vForce);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; CarBody[iPlayer].ApplyTorque(fTorque);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;
&lt;br&gt;
Edit:&amp;nbsp; Here's those two functions in case you want to use them:&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; float fSin(float num1)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; float fResult = (float)Math.Sin((double)num1);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; return fResult;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; float fCos(float num1)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; float fResult = (float)Math.Cos((double)num1);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; return fResult;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;
&lt;/div&gt;</description><author>Lemunde</author><pubDate>Tue, 08 Jul 2008 02:57:25 GMT</pubDate><guid isPermaLink="false">New Post: How to move forward? 20080708025725A</guid></item><item><title>New Post: How to move forward?</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=31044</link><description>&lt;div style="line-height: normal;"&gt;Normally to move objects in space on a vector I calculate the vector and adjust the position accordingly.&amp;nbsp; Such as:&lt;br&gt;
&lt;br&gt;
float forcex = (float)(Math.Cos(MathHelper.ToRadians(Players[i].GetRot()))*2);&lt;br&gt;
float forcey = (float)(Math.Sin(MathHelper.ToRadians(Players[i].GetRot()))*2);&lt;br&gt;
&lt;br&gt;
When I do this with Farseer and apply torque in the same manner my object doesn't move &amp;quot;forward&amp;quot;:&lt;br&gt;
&lt;br&gt;
ApplyForce(new Vector2(-75*forcex, -75*forcey));&lt;br&gt;
&lt;br&gt;
Is there a call I can use to tell Farseer to apply forward velocity or some such thing to get the effect I want?&lt;br&gt;
&lt;/div&gt;</description><author>lostlogic</author><pubDate>Tue, 08 Jul 2008 01:03:00 GMT</pubDate><guid isPermaLink="false">New Post: How to move forward? 20080708010300A</guid></item><item><title>New Post: Implementing Fluid</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=30965</link><description>&lt;div style="line-height: normal;"&gt;For the past couple of days I've been trying to get some fluid into a little game I'm making with XNA. I can deploy the demo just fine and run it with no errors, but the fluid just doesn't work or show up on the screen. Here's the code I have so far for it, maybe someone here can help me with it.&lt;br&gt;
&lt;br&gt;
recBody = BodyFactory.Instance.CreateRectangleBody(physicsSimulator, 100, 100, 1);&lt;br&gt;
rectangleGeom = GeomFactory.Instance.CreateRectangleGeom(physicsSimulator, recBody, 100, 100);&lt;br&gt;
waterAABB = new AABB(new Vector2(150, 240), new Vector2(50, 140));&lt;br&gt;
waterContainer = new AABBFluidContainer(waterAABB);&lt;br&gt;
fluidDragController = new FluidDragController();&lt;br&gt;
fluidDragController.AddGeom(rectangleGeom);&lt;br&gt;
fluidDragController.Initialize(waterContainer, .5f, 3.3f, 1, new Vector2(0, 100)); // Demo's Gravity is (0,200)&lt;br&gt;
physicsSimulator.ControllerList.Add(fluidDragController);&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;</description><author>LedZepp</author><pubDate>Sun, 06 Jul 2008 21:53:37 GMT</pubDate><guid isPermaLink="false">New Post: Implementing Fluid 20080706095337P</guid></item><item><title>New Post: Circles Colliding and Becoming One</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=30949</link><description>&lt;div style="line-height: normal;"&gt;I have tried making the marble larger.&amp;nbsp; It works, but sadly I really do need the marbles the size they are.&lt;br&gt;
&lt;br&gt;
Adjusting the Time Step... that sounds like it might work.&amp;nbsp; I see two problems with that though.&amp;nbsp; One- I don't know how.&amp;nbsp; Two- If I use that work around I'm afriad how this might react on other slower machines.&amp;nbsp; I'm running a pretty fast rig here and I'm afraid others just won't get the same results.&amp;nbsp; So unless Farseer has a time step setting that is set way below what is is capable of.... well I don't.&lt;br&gt;
&lt;br&gt;
I'll go subdivided my balls and see what happens. (lol)
&lt;/div&gt;</description><author>ChurroLoco</author><pubDate>Sun, 06 Jul 2008 17:18:30 GMT</pubDate><guid isPermaLink="false">New Post: Circles Colliding and Becoming One 20080706051830P</guid></item><item><title>New Post: Circles Colliding and Becoming One</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=30949</link><description>&lt;div style="line-height: normal;"&gt;Have you tried making the marbles bigger? And you should try giving it more vertices, Or making the Time step smaller or larger
&lt;/div&gt;</description><author>Treacles</author><pubDate>Sun, 06 Jul 2008 13:16:58 GMT</pubDate><guid isPermaLink="false">New Post: Circles Colliding and Becoming One 20080706011658P</guid></item><item><title>New Post: Circles Colliding and Becoming One</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=30949</link><description>&lt;div style="line-height: normal;"&gt;I have a game with marbles that collided into each other and I have noticed a problem that I have I put off fixing for a while.&amp;nbsp; If marble collided with too much speed they get absorbed into each other.&lt;br&gt;
&lt;br&gt;
I pretty much know how it happens.&amp;nbsp; I assume that since the marble is going so fast that from one frame to another the marble ends up inside the other.&amp;nbsp; Based on the engine it can't expell the other because they&amp;nbsp;are the same size and shape.&lt;br&gt;
&lt;br&gt;
Does anybody have an idea how to fix this?&lt;br&gt;
&lt;br&gt;
For now, I have just limited the speed of the marbles, but I would really like them to go fast.&amp;nbsp; I haven't tried adding more vertices.&amp;nbsp; I don't know if that would help.
&lt;/div&gt;</description><author>ChurroLoco</author><pubDate>Sun, 06 Jul 2008 12:24:33 GMT</pubDate><guid isPermaLink="false">New Post: Circles Colliding and Becoming One 20080706122433P</guid></item><item><title>New Post: Object movement against angular platform</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=30440</link><description>&lt;div style="line-height: normal;"&gt;Hmmm... the code doesnt seem to paste so ill have to do it a different way &lt;br&gt;
&lt;br&gt;
&lt;p&gt;Import &amp;quot;source/Engine.bmx&amp;quot;&lt;/p&gt;
&lt;p&gt;Graphics 1200, 900&lt;br&gt;
SetClsColor(30, 60, 90)&lt;br&gt;
SetBlend(AlphaBlend)&lt;/p&gt;
&lt;p&gt;Global Physics:TPhysicsSimulator = TPhysicsSimulator.Create(Vector2.Create(0, 100))&lt;br&gt;
Global View:TPhysicsSimulatorView = TPhysicsSimulatorView.Create(Physics)&lt;br&gt;
Physics.EnableDiagnostics = True&lt;/p&gt;
&lt;p&gt;Global Player:TBody = TBodyFactory.CreateCircleBody(Physics, 30, 1)&lt;br&gt;
Global PlayerG:TGeom = TGeomFactory.CreateCircleGeom(Physics, Player, 30, 20)&lt;br&gt;
Position(Player, 600, 450)&lt;br&gt;
Friction(PlayerG, 0.4)&lt;br&gt;
Restitution(PlayerG,0.4)&lt;br&gt;
LinearDrag(Player, 0.4)&lt;/p&gt;
&lt;p&gt;Global Floor1:TBody = TBodyFactory.CreateRectangleBody(Physics, 1200, 50, 1)&lt;br&gt;
Global Floor1G:TGeom = TGeomFactory.CreateRectangleGeom(Physics, Floor1, 1200, 50)&lt;br&gt;
Position(Floor1, 600, 850)&lt;br&gt;
Floor1.SetRotation(0.5)&lt;br&gt;
Disable(Floor1)&lt;/p&gt;
&lt;p&gt;Global Floor2:TBody = TBodyFactory.CreateRectangleBody(Physics, 1200, 50, 1)&lt;br&gt;
Global Floor2G:TGeom = TGeomFactory.CreateRectangleGeom(Physics, Floor2, 1200, 50)&lt;br&gt;
Position(Floor2, 600, 850)&lt;br&gt;
Floor2.SetRotation(-0.5)&lt;br&gt;
Disable(Floor2)&lt;/p&gt;
&lt;p&gt;Repeat&lt;br&gt;
&amp;nbsp;Update()&lt;br&gt;
&amp;nbsp;Cls&lt;br&gt;
&amp;nbsp;Draw()&lt;br&gt;
&amp;nbsp;Flip&lt;br&gt;
Until KeyDown(Key_Escape)&lt;/p&gt;
&lt;p&gt;Function Update()&lt;br&gt;
&amp;nbsp;Physics.Update(0.01)&lt;br&gt;
&amp;nbsp;HandleInput()&lt;br&gt;
End Function&lt;/p&gt;
&lt;p&gt;Function Draw()&lt;br&gt;
&amp;nbsp;View.Draw()&lt;br&gt;
End Function&lt;/p&gt;
&lt;p&gt;Function HandleInput()&lt;br&gt;
&amp;nbsp;Speed:Float = 3000&lt;br&gt;
&amp;nbsp;Force:Vector2 = Vector2.Zero()&lt;br&gt;
&amp;nbsp;If KeyDown(Key_Up)&lt;br&gt;
&amp;nbsp;&amp;nbsp;Force.Y = -Speed&lt;br&gt;
&amp;nbsp;End If&lt;br&gt;
&amp;nbsp;If KeyDown(Key_Down)&lt;br&gt;
&amp;nbsp;&amp;nbsp;Force.Y = +Speed&lt;br&gt;
&amp;nbsp;End If&lt;br&gt;
&amp;nbsp;If KeyDown(Key_Left)&lt;br&gt;
&amp;nbsp;&amp;nbsp;Force.X = -Speed&lt;br&gt;
&amp;nbsp;End If&lt;br&gt;
&amp;nbsp;If KeyDown(Key_Right)&lt;br&gt;
&amp;nbsp;&amp;nbsp;Force.X = +Speed&lt;br&gt;
&amp;nbsp;End If&lt;br&gt;
&amp;nbsp;If Force.X &amp;gt; 300&lt;br&gt;
&amp;nbsp;&amp;nbsp;Force.X = 300&lt;br&gt;
&amp;nbsp;End If&lt;br&gt;
&amp;nbsp;If Force.X &amp;lt; -300&lt;br&gt;
&amp;nbsp;&amp;nbsp;Force.X = -300&lt;br&gt;
&amp;nbsp;End If&lt;br&gt;
&amp;nbsp;Player.ApplyForce(Force)&lt;br&gt;
End Function&lt;/p&gt;
&lt;br&gt;
&lt;br&gt;
Had to put it through Notepad firt so that it wouldnt come out with weird yellow and white lettering
&lt;/div&gt;</description><author>Treacles</author><pubDate>Sun, 06 Jul 2008 11:35:33 GMT</pubDate><guid isPermaLink="false">New Post: Object movement against angular platform 20080706113533A</guid></item><item><title>New Post: NaN Difficulties</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=30934</link><description>&lt;div style="line-height: normal;"&gt;I was having some problems in that several things such as angular velocity, and body positions are (seemingly spontaneously) becoming floats with value NaN (not a number) upon collisions, has anyone else had a problem similar to this. Any ideas how to fix it?&lt;br&gt;
&lt;/div&gt;</description><author>pyroneil</author><pubDate>Sun, 06 Jul 2008 01:04:49 GMT</pubDate><guid isPermaLink="false">New Post: NaN Difficulties 20080706010449A</guid></item><item><title>New Post: Object movement against angular platform</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=30440</link><description>&lt;div style="line-height: normal;"&gt;My horizontal force is 3000.0f. My max horizontal speed is something like 300.0f. I basically wanted the object to reach max speed as quickly as possible, but limit it.&lt;br&gt;
&lt;br&gt;
Perhaps you could post a code example (physics values) and compare it to see whether those values will work on my end.&lt;br&gt;
&lt;br&gt;
Thanks
&lt;/div&gt;</description><author>Knuttz</author><pubDate>Sun, 06 Jul 2008 00:06:19 GMT</pubDate><guid isPermaLink="false">New Post: Object movement against angular platform 20080706120619A</guid></item><item><title>New Post: Negative position allowed?</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=30919</link><description>&lt;div style="line-height: normal;"&gt;I'm using Farseer on a 2D plane but with 3D graphics.&amp;nbsp; In this, I have a scene centered around 0,0,0 and have various bodies around the scene.&amp;nbsp; Although I have Vector2(-450,0) for one of my collision objects, it seems to put itself at (0,0) position wise.&amp;nbsp; Does Farseer assume everything is on a positive axis?&lt;br&gt;
&lt;/div&gt;</description><author>lostlogic</author><pubDate>Sat, 05 Jul 2008 15:59:55 GMT</pubDate><guid isPermaLink="false">New Post: Negative position allowed? 20080705035955P</guid></item><item><title>New Post: Farseer + Silverlight = Fragile - game freezes with too many geom/body objects</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=29296</link><description>&lt;div style="line-height: normal;"&gt;Late reply i know but... Have you changed the collision group of the tiles to be all the same? That way they wont be colliding with each over but will collide with the Player
&lt;/div&gt;</description><author>Treacles</author><pubDate>Sat, 05 Jul 2008 12:57:16 GMT</pubDate><guid isPermaLink="false">New Post: Farseer + Silverlight = Fragile - game freezes with too many geom/body objects 20080705125716P</guid></item><item><title>New Post: Documentation/Wiki</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=30419</link><description>&lt;div style="line-height: normal;"&gt;Thanks for making the post on your Blog Jeff... We still need more help with it though, A tutorial or even just&amp;nbsp;a small amount of information in the 2 other sections could help
&lt;/div&gt;</description><author>Treacles</author><pubDate>Sat, 05 Jul 2008 12:46:54 GMT</pubDate><guid isPermaLink="false">New Post: Documentation/Wiki 20080705124654P</guid></item><item><title>New Post: Object movement against angular platform</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=30440</link><description>&lt;div style="line-height: normal;"&gt;Well, My attempts seem to be working fine? Maybe the force isnt high enough... What are you using atm?
&lt;/div&gt;</description><author>Treacles</author><pubDate>Sat, 05 Jul 2008 12:00:11 GMT</pubDate><guid isPermaLink="false">New Post: Object movement against angular platform 20080705120011P</guid></item><item><title>New Post: Object movement against angular platform</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=30440</link><description>&lt;div style="line-height: normal;"&gt;Apparently, People have stopped using Farseer and not many people are here to help... Ill see if i can try to recreate what youve done in BlitzMax to try and figure out the problem myself...
&lt;/div&gt;</description><author>Treacles</author><pubDate>Fri, 04 Jul 2008 21:45:26 GMT</pubDate><guid isPermaLink="false">New Post: Object movement against angular platform 20080704094526P</guid></item><item><title>New Post: Object movement against angular platform</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=30440</link><description>&lt;div style="line-height: normal;"&gt;Does anyone have any idea? Perhaps I didn't explain the problem well enough. Need more details or code?&lt;br&gt;
&lt;br&gt;
Currently, the body/geom for the object is just stuck against the platform and can't move across it when I apply a horizontal force. I even tried applying a small upward vertical force to help, but it didn't make any difference. Any ideas?&lt;br&gt;
&lt;br&gt;
I appreciate any help in advance.&lt;br&gt;
&lt;/div&gt;</description><author>Knuttz</author><pubDate>Fri, 04 Jul 2008 16:35:39 GMT</pubDate><guid isPermaLink="false">New Post: Object movement against angular platform 20080704043539P</guid></item><item><title>New Post: Vector2 compilation error</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=19761</link><description>&lt;div style="line-height: normal;"&gt;Have you tried just building the project that you download from the site rather than pulling it apart and adding it to your own? The project as it is from the package should compile with no issues. You can then just include the binaries built from that project.&lt;br&gt;
&lt;br&gt;
If you include a copy of LineBrush into your own project and it won't compile because of ambiguous references, then just remove any reference to the Farseer Vector2 class in that file and replace it with the XNA Vector2. I think those are only in there because of Silverlight.&lt;br&gt;
&lt;/div&gt;</description><author>Knuttz</author><pubDate>Fri, 04 Jul 2008 16:16:46 GMT</pubDate><guid isPermaLink="false">New Post: Vector2 compilation error 20080704041646P</guid></item><item><title>New Post: Vector2 compilation error</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=19761</link><description>&lt;div style="line-height: normal;"&gt;Okay, I've got my windows version of Farseer and my game set to x86 and Release. I add the farseer 360 project to my solution, I then create a 360 copy of my game. I then change the solution platform to Xbox 360. The farseer portion&amp;nbsp;builds ok but the 360 version of my game bombs with the same 'ambiguous reference' error. I'm getting errors about the Vector2 thing in the LineBrush class that I copied from the demos. Simply changing the target platform is not working for me.
&lt;/div&gt;</description><author>1amowery</author><pubDate>Thu, 03 Jul 2008 20:38:35 GMT</pubDate><guid isPermaLink="false">New Post: Vector2 compilation error 20080703083835P</guid></item><item><title>New Post: Movement direction and velocity of geom/body</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=25237</link><description>&lt;div style="line-height: normal;"&gt;hey,&lt;br&gt;
&lt;br&gt;
You have to set the LinearVelocity to a new Vector2, not set the properties of the exposed LinearVelocity property independently. &lt;br&gt;
&lt;br&gt;
// copy the velocity so it can be modified&lt;br&gt;
Vector2 desiredSpeed = body.LinearVelocity;&lt;br&gt;
&lt;br&gt;
// constrain like so ...&lt;br&gt;
if(desiredSpeed.X &amp;gt; maxX)&lt;br&gt;
{&lt;br&gt;
&amp;nbsp; desiredSpeed.X = maxX;&lt;br&gt;
}&lt;br&gt;
&lt;br&gt;
// ... or like so&lt;br&gt;
desiredSpeed.Y = Math.Min(maxY, desiredSpeed.Y);&lt;br&gt;
&lt;br&gt;
// apply the restricted velocity&lt;br&gt;
body.LinearVelocity = desiredSpeed;
&lt;/div&gt;</description><author>wmfwlr</author><pubDate>Thu, 03 Jul 2008 18:40:35 GMT</pubDate><guid isPermaLink="false">New Post: Movement direction and velocity of geom/body 20080703064035P</guid></item><item><title>New Post: Movement direction and velocity of geom/body</title><link>http://www.codeplex.com/FarseerPhysics/Thread/View.aspx?ThreadId=25237</link><description>&lt;div style="line-height: normal;"&gt;&lt;br&gt;
&lt;div style="border-style:dotted none;border-color:rgb(170, 170, 170) -moz-use-text-color;border-width:0.1em medium;margin:1em 0em 2.5em 3em;padding:0.2em;font-style:italic"&gt;&lt;br&gt;
rgaino wrote:&lt;br&gt;
Hi Dicki. The attribute LinearVelocity on the Body object gives you a vector that defines the velocity it is moving in X and Y. You can also set it to whatever you want to limit the speed like&lt;br&gt;
&lt;br&gt;
if (body.LinearVelocity.X &amp;gt; maxSpeed)&lt;br&gt;
body.LinearVelocity.X = maxSpeed&lt;br&gt;
&lt;br&gt;
Hope it helps.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;
I tried your code above and it tells me the return value LinearVelocity cannot be modified because it is not a variable?&amp;nbsp; How do you go about limiting the velocity if that is the case?&lt;br&gt;
&lt;/div&gt;</description><author>lostlogic</author><pubDate>Thu, 03 Jul 2008 02:27:46 GMT</pubDate><guid isPermaLink="false">New Post: Movement direction and velocity of geom/body 20080703022746A</guid></item></channel></rss>