<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="http://www.codeplex.com/rss.xsl"?><rss version="2.0"><channel><title>Ngd4Xna</title><link>http://www.codeplex.com/ngd4xna/Project/ProjectRss.aspx</link><description>Ngd4Xna is a C&amp;#35; wrapper around the Newton Game Dynamics physics engine.        The goal of this project is to create an object oriented wrapper around the Newton Game Dynamics physics engine and to int...</description><item><title>Updated Wiki: List of Classes</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=List of Classes&amp;version=1</link><description>&lt;div class="wikidoc"&gt;
&lt;h3&gt;
List of classes
&lt;/h3&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Core&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;NGDWorld&lt;br /&gt;NGDBody&lt;br /&gt;NGDMesh&lt;br /&gt;NGDDisposableObject&lt;br /&gt;NGDMathHelper&lt;br /&gt;NGDUtilities&lt;br /&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Collisions&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;NGDBox &lt;br /&gt;NGDCapsule &lt;br /&gt;NGDChamferCylinder &lt;br /&gt;NGDCollisionBase &lt;br /&gt;NGDCompoundCollision &lt;br /&gt;NGDCone &lt;br /&gt;NGDConvexHull &lt;br /&gt;NGDConvexHullModifier &lt;br /&gt;NGDCylinder &lt;br /&gt;NGDNullCollision &lt;br /&gt;NGDSphere &lt;br /&gt;NGDTreeCollision&lt;br /&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Custom Joints&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;NGD6DoFJoint &lt;br /&gt;NGDCorkscrew2 &lt;br /&gt;NGDCustomJointBallAndSocket &lt;br /&gt;NGDCustomJointBase &lt;br /&gt;NGDDryRollingFriction &lt;br /&gt;NGDFixedJoint &lt;br /&gt;NGDGear &lt;br /&gt;NGDHinge2 &lt;br /&gt;NGDLimitiedBallAndSocket &lt;br /&gt;NGDPlayerController &lt;br /&gt;NGDPoweredSlider &lt;br /&gt;NGDPulley &lt;br /&gt;NGDSlider2 &lt;br /&gt;NGDSpring &lt;br /&gt;NGDUniversalJoint2 &lt;br /&gt;NGDUpVector2 &lt;br /&gt;NGDWormGear&lt;br /&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Graphics&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;NGDBoxImage &lt;br /&gt;NGDCapsuleImage &lt;br /&gt;NGDChamferCylinderImage &lt;br /&gt;NGDColor &lt;br /&gt;NGDCompoundImage &lt;br /&gt;NGDConeImage &lt;br /&gt;NGDCylinderImage &lt;br /&gt;NGDIDrawable &lt;br /&gt;NGDImageBase &lt;br /&gt;NGDImageFactory &lt;br /&gt;NGDLines &lt;br /&gt;NGDModelImage &lt;br /&gt;NGDQuadImage &lt;br /&gt;NGDSphereImage&lt;br /&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Joints&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;NGDBallJoint &lt;br /&gt;NGDCorkscrewJoint &lt;br /&gt;NGDHingeJoint &lt;br /&gt;NGDJointBase &lt;br /&gt;NGDSliderJoint &lt;br /&gt;NGDUniversalJoint &lt;br /&gt;NGDUpVectorJoint&lt;br /&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Materials&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;NGDMaterialIDFactory &lt;br /&gt;NGDMaterialPair &lt;br /&gt;NGDMaterialPairEvent&lt;br /&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Ragdoll&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;NGDRagdoll &lt;br /&gt;NGDRagdollBone&lt;br /&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Vehicle&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;INGDMultiBodyTire &lt;br /&gt;NGDMultiBodyVehicle&lt;br /&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Sun, 28 Sep 2008 13:16:33 GMT</pubDate><guid isPermaLink="false">Updated Wiki: List of Classes 20080928011633P</guid></item><item><title>Updated Wiki: Home</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Home&amp;version=6</link><description>&lt;div class="wikidoc"&gt;
&lt;h3&gt;
Project Description
&lt;/h3&gt;Ngd4Xna is a C&amp;#35; wrapper around the Newton Game Dynamics physics engine.  &lt;br /&gt;&lt;br /&gt;The goal of this project is to create an object oriented wrapper around the Newton Game Dynamics physics engine and to integrates that wrapper with Microsoft&amp;#39;s XNA gaming library.&lt;br /&gt;&lt;br /&gt;Ngd4Xna is different from other wrapper you might find on the web in that is not a flat C like API but rather an extensive class hierarchy.  Almost the entire NGD API has been wrapped, this includes the custom joints.&lt;br /&gt;&lt;br /&gt;The callbacks have been turned into .NET events&amp;#47;delegates and the .Net&amp;#47;native code interop issues have been addressed.  The primary data structures are XNA&amp;#39;s Matrix class and Vector3 class.  While Ngd4Xna is not intended to be a gaming engine, it does include a set of graphics primitive corresponding to the NGD collision primitives &amp;#40;box, capsule, sphere, etc.&amp;#41;.  This allows for quick prototyping.  Also included are a dozen or so demo programs which illustrate it different capabilities.&lt;br /&gt;&lt;br /&gt;IMPORTANT NOTE&amp;#58;  Ngd4Xna does not run on the XBox or Zune platforms.&lt;br /&gt;&lt;br /&gt;IMPORTANT NOTE&amp;#58;  The Newton Game Dynamics 2.0 physics engine is NOT generally available to the public.  It is currently a controlled beta release.  Newton Game Dynamics is NOT included with Ngd4Xna but you will need a copy to use Ngd4Xna.  You can request a copy by going to the Newton Game Dynamics user forums and requesting access to the beta.&lt;br /&gt;
&lt;br /&gt; &lt;br /&gt;&lt;a href="http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Getting%20Started&amp;amp;referringTitle=Home"&gt;Getting Started&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;&lt;a href="http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=List%20of%20Classes&amp;amp;referringTitle=Home"&gt;List of Classes&lt;/a&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Sun, 28 Sep 2008 13:16:03 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20080928011603P</guid></item><item><title>Updated Wiki: Home</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Home&amp;version=5</link><description>&lt;div class="wikidoc"&gt;
&lt;h3&gt;
Project Description
&lt;/h3&gt;Ngd4Xna is a C&amp;#35; wrapper around the Newton Game Dynamics physics engine.  &lt;br /&gt;&lt;br /&gt;The goal of this project is to create an object oriented wrapper around the Newton Game Dynamics physics engine and to integrates that wrapper with Microsoft&amp;#39;s XNA gaming library.&lt;br /&gt;&lt;br /&gt;Ngd4Xna is different from other wrapper you might find on the web in that is not a flat C like API but rather an extensive class hierarchy.  Almost the entire NGD API has been wrapped, this includes the custom joints.&lt;br /&gt;&lt;br /&gt;The callbacks have been turned into .NET events&amp;#47;delegates and the .Net&amp;#47;native code interop issues have been addressed.  The primary data structures are XNA&amp;#39;s Matrix class and Vector3 class.  While Ngd4Xna is not intended to be a gaming engine, it does include a set of graphics primitive corresponding to the NGD collision primitives &amp;#40;box, capsule, sphere, etc.&amp;#41;.  This allows for quick prototyping.  Also included are a dozen or so demo programs which illustrate it different capabilities.&lt;br /&gt;&lt;br /&gt;IMPORTANT NOTE&amp;#58;  Ngd4Xna does not run on the XBox or Zune platforms.&lt;br /&gt;&lt;br /&gt;IMPORTANT NOTE&amp;#58;  The Newton Game Dynamics 2.0 physics engine is NOT generally available to the public.  It is currently a controlled beta release.  Newton Game Dynamics is NOT included with Ngd4Xna but you will need a copy to use Ngd4Xna.  You can request a copy by going to the Newton Game Dynamics user forums and requesting access to the beta.&lt;br /&gt;
&lt;br /&gt; &lt;br /&gt;&lt;a href="http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Getting%20Started&amp;amp;referringTitle=Home"&gt;Getting Started&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;&lt;a href="http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=List%20of%20Classes&amp;amp;referringTitle=Home"&gt;List of Classes&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;&lt;h3&gt;
List of classes
&lt;/h3&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Core&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;NGDWorld&lt;br /&gt;NGDBody&lt;br /&gt;NGDMesh&lt;br /&gt;NGDDisposableObject&lt;br /&gt;NGDMathHelper&lt;br /&gt;NGDUtilities&lt;br /&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Collisions&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;NGDBox &lt;br /&gt;NGDCapsule &lt;br /&gt;NGDChamferCylinder &lt;br /&gt;NGDCollisionBase &lt;br /&gt;NGDCompoundCollision &lt;br /&gt;NGDCone &lt;br /&gt;NGDConvexHull &lt;br /&gt;NGDConvexHullModifier &lt;br /&gt;NGDCylinder &lt;br /&gt;NGDNullCollision &lt;br /&gt;NGDSphere &lt;br /&gt;NGDTreeCollision&lt;br /&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Custom Joints&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;NGD6DoFJoint &lt;br /&gt;NGDCorkscrew2 &lt;br /&gt;NGDCustomJointBallAndSocket &lt;br /&gt;NGDCustomJointBase &lt;br /&gt;NGDDryRollingFriction &lt;br /&gt;NGDFixedJoint &lt;br /&gt;NGDGear &lt;br /&gt;NGDHinge2 &lt;br /&gt;NGDLimitiedBallAndSocket &lt;br /&gt;NGDPlayerController &lt;br /&gt;NGDPoweredSlider &lt;br /&gt;NGDPulley &lt;br /&gt;NGDSlider2 &lt;br /&gt;NGDSpring &lt;br /&gt;NGDUniversalJoint2 &lt;br /&gt;NGDUpVector2 &lt;br /&gt;NGDWormGear&lt;br /&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Graphics&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;NGDBoxImage &lt;br /&gt;NGDCapsuleImage &lt;br /&gt;NGDChamferCylinderImage &lt;br /&gt;NGDColor &lt;br /&gt;NGDCompoundImage &lt;br /&gt;NGDConeImage &lt;br /&gt;NGDCylinderImage &lt;br /&gt;NGDIDrawable &lt;br /&gt;NGDImageBase &lt;br /&gt;NGDImageFactory &lt;br /&gt;NGDLines &lt;br /&gt;NGDModelImage &lt;br /&gt;NGDQuadImage &lt;br /&gt;NGDSphereImage&lt;br /&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Joints&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;NGDBallJoint &lt;br /&gt;NGDCorkscrewJoint &lt;br /&gt;NGDHingeJoint &lt;br /&gt;NGDJointBase &lt;br /&gt;NGDSliderJoint &lt;br /&gt;NGDUniversalJoint &lt;br /&gt;NGDUpVectorJoint&lt;br /&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Materials&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;NGDMaterialIDFactory &lt;br /&gt;NGDMaterialPair &lt;br /&gt;NGDMaterialPairEvent&lt;br /&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Ragdoll&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;NGDRagdoll &lt;br /&gt;NGDRagdollBone&lt;br /&gt; &lt;br /&gt;&lt;u&gt;&lt;b&gt;Vehicle&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;INGDMultiBodyTire &lt;br /&gt;NGDMultiBodyVehicle&lt;br /&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Sun, 28 Sep 2008 13:15:13 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20080928011513P</guid></item><item><title>Updated Wiki: Tutorial 1</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Tutorial 1&amp;version=13</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Tutorial 1 - Hello Newton
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Purpose
&lt;/h3&gt;This tutorial introduces the Ngd4Xna framework.  You will learn the following items:&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;What the various components of the framework do&lt;/li&gt;&lt;li&gt;How to create a new project using the template provided with the framework&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;At the end of the tutorial you will have created your first working program using the Ngd4Xna framework.&lt;br /&gt;&lt;h3&gt;
Prerequisites
&lt;/h3&gt;&lt;h3&gt;
The structure of Ngd4Xna
&lt;/h3&gt;Open Visual Studio and load the Ngd4Xna solution.  Now look at the solution explorer tab in Visual Studio.  You’ll see the structure of the solution is several demo projects listed toward the top and at the bottom is the Ngd4Xna project.  We'll be focusing on the Ngd4Xna project.  The Ngd4Xna project is organized into folders.  Classes in the same folder perform similar functions.&lt;br /&gt; &lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=ngd4xna&amp;amp;DownloadId=39757" alt="SolutionExplorer_Core.bmp" /&gt;&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Collisions&lt;/b&gt;&lt;br /&gt;A collision represents the shape of a physical object.  It is used by the collision detection subsystem of NGD to determine when physical objects in your game collide.  Collisions don't have mass, velocity, etc.  These properties are part the &lt;i&gt;rigid body&lt;/i&gt; the collision is associated with.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Custom Joint&lt;/b&gt;&lt;br /&gt;NGD comes with a set of built in joints.  It also come with the source code for several &lt;i&gt;custom joints&lt;/i&gt;.  The source code for these custom joints has been ported to C#.  The advantage of custom joints is they give you more control over the behavior of joint than the build in joints.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Docs&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Joints&lt;/b&gt;&lt;br /&gt;These are the built in joints that are part of the NGD engine.  Joints are objects that bind two physical objects together.  A hinge is an example of a real life and a NGD joint.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Material&lt;/b&gt;&lt;br /&gt;Materials help define how physical object behave when they collide with each other.  One example is you can define the amount of friction that exists between two materials when they come in contact with each other.  Once you've defined your materials, you can then assign them to your physical objects.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Ragdoll&lt;/b&gt;&lt;br /&gt;A ragdoll joint is a custom joint used to simulate a dying or falling character.  Ragdolls are made up of multiple &lt;i&gt;rigid bodies&lt;/i&gt; connected together by joints.  These joints are constrained so to limit them movement of the torso, limbs, etc of the ragdoll.  This help make dying animation scene look realistic.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Vehicle&lt;/b&gt;&lt;br /&gt;A vehicle joint is a custom joint to to simulate a multi wheeled vehicle.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;&amp;lt;unfiled&amp;gt;&lt;/b&gt;&lt;br /&gt;You will also find several classed not filed in a subfolder.  These classes perform various function and some of them are core to the operation of NGD.  Some of them will be covered in this tutorial and the rest in later tutorials&lt;br /&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Fri, 26 Sep 2008 18:25:19 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Tutorial 1 20080926062519P</guid></item><item><title>Updated Wiki: Installation</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Installation&amp;version=5</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Installation
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Install Newton Game Dynamics
&lt;/h3&gt;&lt;ol&gt;
&lt;ol&gt;
&lt;li&gt;Download and install Newton Game Dynamics&lt;/li&gt;&lt;li&gt;Make sure &lt;i&gt;newton.dll&lt;/i&gt;, and &lt;i&gt;JointLibrary.dll&lt;/i&gt; are in your path.&lt;/li&gt;
&lt;/ol&gt;
&lt;/ol&gt;&lt;b&gt;NOTE: Ngd4Xna only works the single precision libraries.&lt;/b&gt;&lt;br /&gt; &lt;br /&gt; &lt;br /&gt;&lt;h3&gt;
Install Ngd4Xna
&lt;/h3&gt;&lt;ol&gt;
&lt;ol&gt;
&lt;li&gt;Download Ngd4Xna from here &lt;a href="http://www.codeplex.com/ngd4xna" class="externalLink"&gt;http://www.codeplex.com/ngd4xna&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;li&gt;Ngd4Xna is delivered in a &lt;i&gt;.zip&lt;/i&gt; file.  To install Ngd4Xna just unzip it into a directory of your choice.&lt;/li&gt;
&lt;/ol&gt;
&lt;/ol&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Fri, 26 Sep 2008 18:21:13 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Installation 20080926062113P</guid></item><item><title>Updated Release: Ngd4Xna v2.0 Beta 17 rev. 0</title><link>http://www.codeplex.com/ngd4xna/Release/ProjectReleases.aspx?ReleaseId=15928</link><description>&lt;div&gt;
Additional fixes and features.&lt;br&gt;
&lt;/div&gt;</description><author></author><pubDate>Wed, 13 Aug 2008 21:47:52 GMT</pubDate><guid isPermaLink="false">Updated Release: Ngd4Xna v2.0 Beta 17 rev. 0 20080813094752P</guid></item><item><title>Created Release: Ngd4Xna v2.0 Beta 16 rev. 1</title><link>http://www.codeplex.com/ngd4xna/Release/ProjectReleases.aspx?ReleaseId=15928</link><description>&lt;div&gt;
Additional fixes and features.&lt;br&gt;
&lt;/div&gt;</description><author></author><pubDate>Sun, 03 Aug 2008 13:39:14 GMT</pubDate><guid isPermaLink="false">Created Release: Ngd4Xna v2.0 Beta 16 rev. 1 20080803013914P</guid></item><item><title>Updated Wiki: Tutorial 1</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Tutorial 1&amp;version=12</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Tutorial 1 - Hello Newton
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Purpose
&lt;/h3&gt;This tutorial introduces the Ngd4Xna framework.  You will learn the following items:&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;What the various components of the framework do&lt;/li&gt;&lt;li&gt;How to create a new project using the template provided with the framework&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;At the end of the tutorial you will have created your first working program using the Ngd4Xna framework.&lt;br /&gt;&lt;h3&gt;
Prerequisites
&lt;/h3&gt;&lt;h3&gt;
The structure of Ngd4Xna
&lt;/h3&gt;Open Visual Studio and load the Ngd4Xna solution.  Now look at the solution explorer tab in Visual Studio.  You’ll see the structure of the solution is several demo projects listed toward the top and at the bottom is the Ngd4Xna project.  We'll be focusing on the Ngd4Xna project.  The Ngd4Xna project is organized into folders.  Classes in the same folder perform similar functions.&lt;br /&gt; &lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=ngd4xna&amp;amp;DownloadId=39757" alt="SolutionExplorer_Core.bmp" /&gt;&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Collisions&lt;/b&gt;&lt;br /&gt;A collision represents the shape of a physical object.  It is used by the collision detection subsystem of NGD to determine when physical objects in your game collide.  Collisions don't have mass, velocity, etc.  These properties are part the &lt;i&gt;rigid body&lt;/i&gt; the collision is associated with.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Custom Joint&lt;/b&gt;&lt;br /&gt;NGD comes with a set of built in joints.  It also come with the source code for several &lt;i&gt;custom joints&lt;/i&gt;.  The source code for these custom joints has been ported to C#.  The advantage of custom joints is they give you more control over the behavior of joint than the build in joints.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Docs&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Joints&lt;/b&gt;&lt;br /&gt;These are the built in joints that are part of the NGD engine.  Joints are objects that bind two physical objects together.  A hinge is an example of a real life and a NGD joint.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Material&lt;/b&gt;&lt;br /&gt;Materials help define how physical object behave when they collide with each other.  One example is you can define the amount of friction that exists between two materials when they come in contact with each other.  Once you've defined your materials, you can then assign them to you physical objects.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Ragdoll&lt;/b&gt;&lt;br /&gt;A ragdoll joint is a custom joint used to simulate a dying or falling character.  Ragdolls are made up of multiple &lt;i&gt;rigid bodies&lt;/i&gt; connected together by joints.  These joints are constrained so to limit them movement of the torso, limbs, etc of the ragdoll.  This help make dying animation scene look realistic.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Vehicle&lt;/b&gt;&lt;br /&gt;A vehicle joint is a custom joint to to simulate a multi wheeled vehicle.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;&amp;lt;unfiled&amp;gt;&lt;/b&gt;&lt;br /&gt;You will also find several classed not filed in a subfolder.  These classes perform various function and some of them are core to the operation of NGD.  Some of them will be covered in this tutorial and the rest in later tutorials&lt;br /&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Sat, 26 Jul 2008 22:31:22 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Tutorial 1 20080726103122P</guid></item><item><title>Updated Wiki: Installation</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Installation&amp;version=4</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Installation
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Install Newton Game Dynamics
&lt;/h3&gt;&lt;ol&gt;
&lt;ol&gt;
&lt;li&gt;Download and install Newton Gamed Dynamics&lt;/li&gt;&lt;li&gt;Make sure &lt;i&gt;newton.dll&lt;/i&gt;, and &lt;i&gt;JointLibrary.dll&lt;/i&gt; are in your path.&lt;/li&gt;
&lt;/ol&gt;
&lt;/ol&gt;&lt;b&gt;NOTE: Ngd4Xna only works the single precision libraries.&lt;/b&gt;&lt;br /&gt; &lt;br /&gt; &lt;br /&gt;&lt;h3&gt;
Install Ngd4Xna
&lt;/h3&gt;&lt;ol&gt;
&lt;ol&gt;
&lt;li&gt;Download Ngd4Xna from here &lt;a href="http://www.codeplex.com/ngd4xna" class="externalLink"&gt;http://www.codeplex.com/ngd4xna&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;li&gt;Ngd4Xna is delivered in a &lt;i&gt;.zip&lt;/i&gt; file.  To install Ngd4Xna just unzip it into a directory of your choice.&lt;/li&gt;
&lt;/ol&gt;
&lt;/ol&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Sat, 26 Jul 2008 01:36:13 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Installation 20080726013613A</guid></item><item><title>Updated Wiki: Getting Started</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Getting Started&amp;version=4</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Getting Started with Ngd4Xna
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Installation
&lt;/h3&gt;&lt;a href="http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Installation&amp;amp;referringTitle=Getting%20Started"&gt;Installation&lt;/a&gt;&lt;br /&gt;&lt;h3&gt;
Tutorials
&lt;/h3&gt;&lt;a href="http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Tutorial%201&amp;amp;referringTitle=Getting%20Started"&gt;Tutorial 1&lt;/a&gt; &lt;i&gt;Hello Newton!&lt;/i&gt;  &lt;br /&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Fri, 25 Jul 2008 11:39:20 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Getting Started 20080725113920A</guid></item><item><title>Updated Wiki: Tutorial 1</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Tutorial 1&amp;version=11</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Tutorial 1 - Hello Newton!
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Purpose
&lt;/h3&gt;This tutorial introduces the Ngd4Xna framework.  You will learn the following items:&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;What the various components of the framework do&lt;/li&gt;&lt;li&gt;How to create a new project using the template provided with the framework&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;At the end of the tutorial you will have created your first working program using the Ngd4Xna framework.&lt;br /&gt;&lt;h3&gt;
Prerequisites
&lt;/h3&gt;&lt;h3&gt;
The structure of Ngd4Xna
&lt;/h3&gt;Open Visual Studio and load the Ngd4Xna solution.  Now look at the solution explorer tab in Visual Studio.  You’ll see the structure of the solution is several demo projects listed toward the top and at the bottom is the Ngd4Xna project.  We'll be focusing on the Ngd4Xna project.  The Ngd4Xna project is organized into folders.  Classes in the same folder perform similar functions.&lt;br /&gt; &lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=ngd4xna&amp;amp;DownloadId=39757" alt="SolutionExplorer_Core.bmp" /&gt;&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Collisions&lt;/b&gt;&lt;br /&gt;A collision represents the shape of a physical object.  It is used by the collision detection subsystem of NGD to determine when physical objects in your game collide.  Collisions don't have mass, velocity, etc.  These properties are part the &lt;i&gt;rigid body&lt;/i&gt; the collision is associated with.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Custom Joint&lt;/b&gt;&lt;br /&gt;NGD comes with a set of built in joints.  It also come with the source code for several &lt;i&gt;custom joints&lt;/i&gt;.  The source code for these custom joints has been ported to C#.  The advantage of custom joints is they give you more control over the behavior of joint than the build in joints.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Docs&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Joints&lt;/b&gt;&lt;br /&gt;These are the built in joints that are part of the NGD engine.  Joints are objects that bind two physical objects together.  A hinge is an example of a real life and a NGD joint.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Material&lt;/b&gt;&lt;br /&gt;Materials help define how physical object behave when they collide with each other.  One example is you can define the amount of friction that exists between two materials when they come in contact with each other.  Once you've defined your materials, you can then assign them to you physical objects.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Ragdoll&lt;/b&gt;&lt;br /&gt;A ragdoll joint is a custom joint used to simulate a dying or falling character.  Ragdolls are made up of multiple &lt;i&gt;rigid bodies&lt;/i&gt; connected together by joints.  These joints are constrained so to limit them movement of the torso, limbs, etc of the ragdoll.  This help make dying animation scene look realistic.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Vehicle&lt;/b&gt;&lt;br /&gt;A vehicle joint is a custom joint to to simulate a multi wheeled vehicle.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;&amp;lt;unfiled&amp;gt;&lt;/b&gt;&lt;br /&gt;You will also find several classed not filed in a subfolder.  These classes perform various function and some of them are core to the operation of NGD.  Some of them will be covered in this tutorial and the rest in later tutorials&lt;br /&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Fri, 25 Jul 2008 02:58:15 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Tutorial 1 20080725025815A</guid></item><item><title>Updated Wiki: Tutorial 1</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Tutorial 1&amp;version=10</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Tutorial 1 - Hello Newton!
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Purpose
&lt;/h3&gt;This tutorial introduces the Ngd4Xna framework.  You will learn the following items:&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;What the various components of the framework do&lt;/li&gt;&lt;li&gt;How to create a new project using the template provided with the framework&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;At the end of the tutorial you will have created your first working program using the Ngd4Xna framework.&lt;br /&gt;&lt;h3&gt;
Prerequisites
&lt;/h3&gt;&lt;h3&gt;
The structure of Ngd4Xna
&lt;/h3&gt;Open Visual Studio and load the Ngd4Xna solution.  Now look at the solution explorer tab in Visual Studio.  You’ll see the structure of the solution is several demo projects listed toward the top and at the bottom is the Ngd4Xna project.  We'll be focusing on the Ngd4Xna project.  The Ngd4Xna project is organized into folders.  Classes in the same folder perform similar functions.&lt;br /&gt; &lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=ngd4xna&amp;amp;DownloadId=39757" alt="SolutionExplorer_Core.bmp" /&gt;&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Collisions&lt;/b&gt;&lt;br /&gt;A collision represents the shape of a physical object.  It is used by the collision detection subsystem of NGD to determine when physical objects in your game collide.  Collisions don't have mass, velocity, etc.  These properties are part the &lt;i&gt;rigid body&lt;/i&gt; the collision is associated with.&lt;br /&gt;&lt;b&gt;Custom Joint&lt;/b&gt;&lt;br /&gt;NGD comes with a set of built in joints.  It also come with the source code for several &lt;i&gt;custom joints&lt;/i&gt;.  The source code for these custom joints has been ported to C#.  The advantage of custom joints is they give you more control over the behavior of joint than the build in joints.&lt;br /&gt;&lt;b&gt;Docs&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Joints&lt;/b&gt;&lt;br /&gt;These are the built in joints that are part of the NGD engine.  Joints are objects that bind two physical objects together.  A hinge is an example of a real life and a NGD joint.&lt;br /&gt;&lt;b&gt;Material&lt;/b&gt;&lt;br /&gt;Materials help define how physical object behave when they collide with each other.  One example is you can define the amount of friction that exists between two materials when they come in contact with each other.  Once you've defined your materials, you can then assign them to you physical objects.&lt;br /&gt;&lt;b&gt;Ragdoll&lt;/b&gt;&lt;br /&gt;A ragdoll joint is a custom joint used to simulate a dying or falling character.  Ragdolls are made up of multiple &lt;i&gt;rigid bodies&lt;/i&gt; connected together by joints.  These joints are constrained so to limit them movement of the torso, limbs, etc of the ragdoll.  This help make dying animation scene look realistic.&lt;br /&gt;&lt;b&gt;Vehicle&lt;/b&gt;&lt;br /&gt;A vehicle joint is a custom joint to to simulate a multi wheeled vehicle.&lt;br /&gt;&lt;b&gt;&amp;lt;unfiled&amp;gt;&lt;/b&gt;&lt;br /&gt;You will also find several classed not filed in a subfolder.  These classes perform various function and some of them are core to the operation of NGD.  Some of them will be covered in this tutorial and the rest in later tutorials&lt;br /&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Fri, 25 Jul 2008 02:57:21 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Tutorial 1 20080725025721A</guid></item><item><title>Updated Wiki: Tutorial 1</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Tutorial 1&amp;version=9</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Tutorial 1 - Hello Newton!
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Purpose
&lt;/h3&gt;This tutorial introduces the Ngd4Xna framework.  You will learn the following items:&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;What the various components of the framework do&lt;/li&gt;&lt;li&gt;How to create a new project using the template provided with the framework&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;At the end of the tutorial you will have created your first working program using the Ngd4Xna framework.&lt;br /&gt;&lt;h3&gt;
Prerequisites
&lt;/h3&gt;&lt;h3&gt;
The structure of Ngd4Xna
&lt;/h3&gt;Open Visual Studio and load the Ngd4Xna solution.  Now look at the solution explorer tab in Visual Studio.  You’ll see the structure of the solution is several demo projects listed toward the top and at the bottom is the Ngd4Xna project.  We'll be focusing on the Ngd4Xna project.  The Ngd4Xna project is organized into folders.  Classes in the same folder perform similar functions.&lt;br /&gt; &lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=ngd4xna&amp;amp;DownloadId=39757" alt="SolutionExplorer_Core.bmp" /&gt;&lt;br /&gt; &lt;br /&gt;&lt;h5&gt;
Collisions
&lt;/h5&gt;A collision represents the shape of a physical object.  It is used by the collision detection subsystem of NGD to determine when physical objects in your game collide.  Collisions don't have mass, velocity, etc.  These properties are part the &lt;i&gt;rigid body&lt;/i&gt; the collision is associated with.&lt;br /&gt;&lt;h5&gt;
Custom Joint
&lt;/h5&gt;NGD comes with a set of built in joints.  It also come with the source code for several &lt;i&gt;custom joints&lt;/i&gt;.  The source code for these custom joints has been ported to C#.  The advantage of custom joints is they give you more control over the behavior of joint than the build in joints.&lt;br /&gt;&lt;h4&gt;
Docs
&lt;/h4&gt; &lt;br /&gt;&lt;h4&gt;
Joints
&lt;/h4&gt;These are the built in joints that are part of the NGD engine.  Joints are objects that bind two physical objects together.  A hinge is an example of a real life and a NGD joint.&lt;br /&gt;&lt;h4&gt;
Material
&lt;/h4&gt;Materials help define how physical object behave when they collide with each other.  One example is you can define the amount of friction that exists between two materials when they come in contact with each other.  Once you've defined your materials, you can then assign them to you physical objects.&lt;br /&gt;&lt;h4&gt;
Ragdoll
&lt;/h4&gt;A ragdoll joint is a custom joint used to simulate a dying or falling character.  Ragdolls are made up of multiple &lt;i&gt;rigid bodies&lt;/i&gt; connected together by joints.  These joints are constrained so to limit them movement of the torso, limbs, etc of the ragdoll.  This help make dying animation scene look realistic.&lt;br /&gt;&lt;h4&gt;
Vehicle
&lt;/h4&gt;A vehicle joint is a custom joint to to simulate a multi wheeled vehicle.&lt;br /&gt;&lt;h4&gt;
&amp;lt;unfiled&amp;gt;
&lt;/h4&gt;You will also find several classed not filed in a subfolder.  These classes perform various function and some of them are core to the operation of NGD.  Some of them will be covered in this tutorial and the rest in later tutorials&lt;br /&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Fri, 25 Jul 2008 02:53:41 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Tutorial 1 20080725025341A</guid></item><item><title>Updated Wiki: Tutorial 1</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Tutorial 1&amp;version=8</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Tutorial 1 - Hello Newton!
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Purpose
&lt;/h3&gt;This tutorial introduces the Ngd4Xna framework.  You will learn the following items:&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;What the various components of the framework do&lt;/li&gt;&lt;li&gt;How to create a new project using the template provided with the framework&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;At the end of the tutorial you will have created your first working program using the Ngd4Xna framework.&lt;br /&gt;&lt;h3&gt;
Prerequisites
&lt;/h3&gt;&lt;h3&gt;
The structure of Ngd4Xna
&lt;/h3&gt;Open Visual Studio and load the Ngd4Xna solution.  Now look at the solution explorer tab in Visual Studio.  You’ll see the structure of the solution is several demo projects listed toward the top and at the bottom is the Ngd4Xna project.  We'll be focusing on the Ngd4Xna project.  The Ngd4Xna project is organized into folders.  Classes in the same folder perform similar functions.&lt;br /&gt; &lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=ngd4xna&amp;amp;DownloadId=39757" alt="SolutionExplorer_Core.bmp" /&gt;&lt;br /&gt; &lt;br /&gt;&lt;h5&gt;
Collisions
&lt;/h5&gt;A collision represents the shape of a physical object.  It is used by the collision detection subsystem of NGD to determine when physical objects in your game collide.  Collisions don't have mass, velocity, etc.  These properties are part the &lt;i&gt;rigid body&lt;/i&gt; the collision is associated with.&lt;br /&gt;&lt;h5&gt;
Custom Joint
&lt;/h5&gt;NGD comes with a set of built in joints.  It also come with the source code for several &lt;i&gt;custom joints&lt;/i&gt;.  The source code for these custom joints has been ported to C#.  The advantage of custom joints is they give you more control than the build in joints.&lt;br /&gt;&lt;h4&gt;
Docs
&lt;/h4&gt; &lt;br /&gt;&lt;h4&gt;
Joints
&lt;/h4&gt;These are the built in joints that are part of the NGD engine.  Joints are objects that bind two physical objects together.  A hinge is an example of a real life and a NGD joint.&lt;br /&gt;&lt;h4&gt;
Material
&lt;/h4&gt;Materials help define how physical object behave when they collide with each other.  One example is you can define the amount of friction that exists between two materials when they come in contact with each other.  Once you've defined your materials, you can then assign them to you physical objects.&lt;br /&gt;&lt;h4&gt;
Ragdoll
&lt;/h4&gt;A ragdoll joint is a custom joint used to simulate a dying or falling character.  Ragdolls are made up of multiple &lt;i&gt;rigid bodies&lt;/i&gt; connected together by joints.  These joints are constrained so to limit them movement of the torso, limbs, etc of the ragdoll.  This help make dying animation scene look realistic.&lt;br /&gt;&lt;h4&gt;
Vehicle
&lt;/h4&gt;A vehicle joint is a custom joint to to simulate a multi wheeled vehicle.&lt;br /&gt;&lt;h4&gt;
&amp;lt;unfiled&amp;gt;
&lt;/h4&gt;You will also find several classed not filed in a subfolder.  These classes perform various function and some of them are core to the operation of NGD.  Some of them will be covered in this tutorial and the rest in later tutorials&lt;br /&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Fri, 25 Jul 2008 02:51:37 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Tutorial 1 20080725025137A</guid></item><item><title>Updated Wiki: Tutorial 1</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Tutorial 1&amp;version=7</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Tutorial 1 - Hello Newton!
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Purpose
&lt;/h3&gt;This tutorial introduces the Ngd4Xna framework.  You will learn the following items:&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;What the various components of the framework do&lt;/li&gt;&lt;li&gt;How to create a new project using the template provided with the framework&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;At the end of the tutorial you will have created your first working program using the Ngd4Xna framework.&lt;br /&gt;&lt;h3&gt;
Prerequisites
&lt;/h3&gt;&lt;h3&gt;
The structure of Ngd4Xna
&lt;/h3&gt;Open Visual Studio and load the Ngd4Xna solution.  Now look at the solution explorer tab in Visual Studio.  You’ll see the structure of the solution is several demo projects listed toward the top and at the bottom is the Ngd4Xna project.  We'll be focusing on the Ngd4Xna project.  The Ngd4Xna project is organized into folders.  Classes in the same folder perform similar functions.&lt;br /&gt; &lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=ngd4xna&amp;amp;DownloadId=39757" alt="SolutionExplorer_Core.bmp" /&gt;&lt;br /&gt; &lt;br /&gt;&lt;h5&gt;
Collisions
&lt;/h5&gt;A collision represents the shape of a physical object.  It is used by the collision detection subsystem of NGD to determine when physical objects in your game collide.  Collisions don't have mass, velocity, etc.  The properties are part the &lt;i&gt;body&lt;/i&gt; the collision is associated with.&lt;br /&gt;&lt;h5&gt;
Custom Joint
&lt;/h5&gt;NGD comes with a set of built in joints.  It also come with the source code for several &lt;i&gt;custom joints&lt;/i&gt;.  The source code for these custom joints has been ported to C#.  The advantage of custom joints is they give you more control than the build in joints.&lt;br /&gt;&lt;h4&gt;
Docs
&lt;/h4&gt; &lt;br /&gt;&lt;h4&gt;
Joints
&lt;/h4&gt;These are the built in joints that are part of the NGD engine.  Joints are objects that bind two physical objects together.  A hinge is an example of a real life and a NGD joint.&lt;br /&gt;&lt;h4&gt;
Material
&lt;/h4&gt;&lt;h4&gt;
Ragdoll
&lt;/h4&gt;&lt;h4&gt;
Vehicle
&lt;/h4&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Fri, 25 Jul 2008 02:29:05 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Tutorial 1 20080725022905A</guid></item><item><title>Updated Wiki: Tutorial 1</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Tutorial 1&amp;version=6</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Tutorial 1 - Hello Newton!
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Purpose
&lt;/h3&gt;This tutorial introduces the Ngd4Xna framework.  You will learn the following items:&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;What the various components of the framework do&lt;/li&gt;&lt;li&gt;How to create a new project using the template provided with the framework&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;At the end of the tutorial you will have created your first working program using the Ngd4Xna framework.&lt;br /&gt;&lt;h3&gt;
Prerequisites
&lt;/h3&gt;&lt;h3&gt;
The structure of Ngd4Xna
&lt;/h3&gt;Open Visual Studio and load the Ngd4Xna solution.  Now look at the solution explorer tab in Visual Studio.  You’ll see the structure of the solution is several demo projects listed toward the top and at the bottom is the Ngd4Xna project.  We'll be focusing on the Ngd4Xna project.  The Ngd4Xna project is organized into folders.  Classes in the same folder perform similar functions.&lt;br /&gt; &lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=ngd4xna&amp;amp;DownloadId=39757" alt="SolutionExplorer_Core.bmp" /&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Fri, 25 Jul 2008 02:01:10 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Tutorial 1 20080725020110A</guid></item><item><title>Updated Wiki: Installation</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Installation&amp;version=3</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Installation
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Install Newton Game Dynamics
&lt;/h3&gt;&lt;ol&gt;
&lt;ol&gt;
&lt;li&gt;Download and install Newton Gamed Dynamics&lt;/li&gt;&lt;li&gt;Make sure &lt;i&gt;newton.dll&lt;/i&gt;, and &lt;i&gt;JointLibrary.dll&lt;/i&gt; are in your path.&lt;/li&gt;
&lt;/ol&gt;
&lt;/ol&gt;&lt;b&gt;NOTE: Ngd4Xna only works the the single percision libaries.&lt;/b&gt;&lt;br /&gt; &lt;br /&gt; &lt;br /&gt;&lt;h3&gt;
Install Ngd4Xna
&lt;/h3&gt;&lt;ol&gt;
&lt;ol&gt;
&lt;li&gt;Download Ngd4Xna from here &lt;a href="http://www.codeplex.com/ngd4xna" class="externalLink"&gt;http://www.codeplex.com/ngd4xna&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;li&gt;Ngd4Xna is delivered in a &lt;i&gt;.zip&lt;/i&gt; file.  To intall Ngd4Xna just unzip it into a directory of your choice.&lt;/li&gt;
&lt;/ol&gt;
&lt;/ol&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Fri, 25 Jul 2008 01:50:26 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Installation 20080725015026A</guid></item><item><title>Updated Wiki: Tutorial 1</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Tutorial 1&amp;version=5</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Tutorial 1 - Hello Newton!
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Purpose
&lt;/h3&gt;This tutorial introduces the Ngd4Xna framework.  You will learn the following items:&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;What the various components of the framework and what they do&lt;/li&gt;&lt;li&gt;How to create a new project using the template provided with the framework&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;At the end of the tutorial you will have created your first working program using the Ngd4Xna framework.&lt;br /&gt;&lt;h3&gt;
Prerequisites
&lt;/h3&gt;&lt;h3&gt;
The structure of Ngd4Xna
&lt;/h3&gt;If you look at the solution explorer tab in Visual Studio you’ll see the structure of the solution is several demo projects listed toward the top and at the bottom is the Ngd4Xna project.  We'll be focusing on the Ngd4Xna project.  The Ngd4Xna project is organized into folders.  These folders hold class that perform similar functions.&lt;br /&gt; &lt;br /&gt; &lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=ngd4xna&amp;amp;DownloadId=39757" alt="SolutionExplorer_Core.bmp" /&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Thu, 24 Jul 2008 21:22:36 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Tutorial 1 20080724092236P</guid></item><item><title>Updated Wiki: Tutorial 1</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Tutorial 1&amp;version=4</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Tutorial 1 - Hello Newton!
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Purpose
&lt;/h3&gt;This tutorial introduces the Ngd4Xna framework.  You will learn the following items:&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;What the various components of the framework and what they do&lt;/li&gt;&lt;li&gt;How to create a new project using the template provided with the framework&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;At the end of the tutorial you will have created your first working program using the Ngd4Xna framework.&lt;br /&gt;&lt;h3&gt;
Prerequisites
&lt;/h3&gt;&lt;h3&gt;
The structure of Ngd4Xna
&lt;/h3&gt;If you look at the solution explorer tab in Visual Studio you’ll see the structure of the solution is several demo projects listed toward the top and at the bottom is the Ngd4Xna project.  The Ngd4Xna project is organized into folders.  These folders hold class that perform similar functions.&lt;br /&gt; &lt;br /&gt; &lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=ngd4xna&amp;amp;DownloadId=39757" alt="SolutionExplorer_Core.bmp" /&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Thu, 24 Jul 2008 21:18:32 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Tutorial 1 20080724091832P</guid></item><item><title>Updated Wiki: Tutorial 1</title><link>http://www.codeplex.com/ngd4xna/Wiki/View.aspx?title=Tutorial 1&amp;version=3</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Tutorial 1 - Hello Newton!
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Purpose
&lt;/h3&gt;This tutorial introduces the Ngd4Xna framework.  You will learn the following items:&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;What the various components of the framework are&lt;/li&gt;&lt;li&gt;How to create a new project using the template provided with the framework&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;At the end of the tutorial you will have created your first working program using the Ngd4Xna framework.&lt;br /&gt; &lt;br /&gt;&lt;h3&gt;
The structure of Ngd4Xna
&lt;/h3&gt; &lt;br /&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=ngd4xna&amp;amp;DownloadId=39757" alt="SolutionExplorer_Core.bmp" /&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>ngdrascal</author><pubDate>Thu, 24 Jul 2008 21:11:15 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Tutorial 1 20080724091115P</guid></item></channel></rss>