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Discussions for Farseer Physics Engine
Latest post:
Today
2:47 PM
2 Posts
First post: danthekilla wrote: My problem is that i can't seem to get my charictor (a circle) to roll around properly I have gotten his jumping working fi...
Latest post: genbox wrote: You said it yourself: Circles are an approximation of a circle. The main problem with this is that you won't get 100% correct b...
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Latest post:
Today
2:37 PM
2 Posts
First post: SlideGauge wrote: Hi there! Please, Explain me the difference between Pin & Revolute Joints. As I noticed they do practically the same work, don'...
Latest post: genbox wrote: Revolute joint is rotation only. It works like you put a nail into the object and into the wall. The object can rotate, but it ...
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Latest post:
Today
12:09 PM
5 Posts
First post: MegaManZZ wrote: I've been working on this game with one other friend.. altho theres a few bugs to fix we would still like to share it with you ...
Latest post: MegaManZZ wrote: This game uses a mixture of farseer and flatredball engine.. two engines that really compliment each other!Both teams have 6 st...
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Latest post:
Today
12:25 AM
12 Posts
First post: Wiley wrote: HelloI've only been working with Farseer for a week or so now and don't know it inside out so I need some help please. My probl...
Latest post: Wiley wrote: I had forgotten I had added that. Well I did as you suggested and check the values being sent which turned out to be correct. S...
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Latest post:
Today
12:01 AM
4 Posts
First post: Ultima2876 wrote: Hi all,I'm creating two bodies and colliding them; they are both rectanglular. I'm using the SAT narrow phase collision method;...
Latest post: genbox wrote: This discussion has been copied to a work item.
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Latest post:
Sat
11:30 PM
10 Posts
First post: Ciph3rzer0 wrote: Hello, I've just started using the Farseer physics engine and it seems pretty awesome!However, after I got over how fun it was ...
Latest post: Dusho wrote: I was checking the forums for solution how to detect that you're on ground and you can jump.Solution with Arbiters and using Ta...
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Latest post:
Sat
10:18 PM
5 Posts
First post: daswampy wrote: I've been having a major issue with Farseer recently with the game throwing a Arithmetic Exception inside IntegrateVelocity(flo...
Latest post: genbox wrote: Scaling forces, impulse, mass and drag coefficients would give you the exact same simulation in the same dimensional scale. Sca...
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Latest post:
Sat
9:40 PM
1 Post
First post: rpmoura wrote: Bennu is out now on XBox Live Community Games! Give it a try!
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Latest post:
Fri
10:44 PM
2 Posts
First post: roonda wrote: I seem to remember some discussion about FP v3.0 including support for queries. I imagine this as a way to ask the engine for a...
Latest post: genbox wrote: 1) big no no. Calling Collide() on all geometries is an expensive operation. You would have to compare each geometry to the nex...
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Latest post:
Fri
1:08 PM
7 Posts
First post: pnikosis wrote: Hi there. Still working on my small project, like a lot of other people here, I'm implementing a rope. First I used the Path ge...
Latest post: pnikosis wrote: Thanks for your interest mechaghost :) I'm not sure if it's notiecable enough through a video, but I'll upload it anyway. Now w...
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