<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="http://www.codeplex.com/rss.xsl"?><rss version="2.0"><channel><title>XNADev.ru</title><link>http://www.codeplex.com/xnadevru/Project/ProjectRss.aspx</link><description>XNA projects of first russian XNA community www.XNADev.ru</description><item><title>New Post: Vehicle demo problems</title><link>http://www.codeplex.com/xnadevru/Thread/View.aspx?ThreadId=30383</link><description>&lt;div style="line-height: normal;"&gt;Hello,&lt;br&gt;
&lt;br&gt;
I have succesfully been using the appVehicleDemo from the Bullet&amp;nbsp;engine&amp;nbsp;(C++). It seems that there should also be an BulletX version availible in the Dynamics/Vehicle/ folder.&lt;br&gt;
Unfortunately nothing seems to be working when I convert the C++ demo into C#. The scene renders as expected, but the vehicle does not react on anything, even though I force this update every timestep:&lt;br&gt;
&lt;br&gt;
&lt;p&gt;int&lt;span style="font-size:13px"&gt; wheelIndex = 2;&lt;br&gt;
mVehicle.ApplyEngineForce(1000.0f, wheelIndex);&lt;br&gt;
&lt;br&gt;
wheelIndex = 3;&lt;br&gt;
mVehicle.ApplyEngineForce(1000.0f, wheelIndex);&lt;br&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;br&gt;
Have anyone succesfully used the vehicle components? Then I would be pleased to hear some advises&amp;nbsp;on how you did it... thanks.&lt;br&gt;
&lt;br&gt;
Regards,&lt;br&gt;
Glimberg
&lt;/div&gt;</description><author>glimberg</author><pubDate>Fri, 27 Jun 2008 11:08:51 GMT</pubDate><guid isPermaLink="false">New Post: Vehicle demo problems 20080627110851A</guid></item><item><title>Patch Uploaded</title><link>http://www.codeplex.com/xnadevru/SourceControl/PatchList.aspx</link><description>
&lt;p&gt;&lt;a href='/site/users/view/xexuxjy'&gt;xexuxjy&lt;/a&gt; has uploaded a patch.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Description:&lt;/b&gt;&lt;br /&gt;Updated DiscreteDynamicsWorld to draw larger range of debug shapes&lt;/p&gt;</description><author>xexuxjy</author><pubDate>Thu, 05 Jun 2008 20:55:57 GMT</pubDate><guid isPermaLink="false">Patch Uploaded 20080605085557P</guid></item><item><title>Patch Uploaded</title><link>http://www.codeplex.com/xnadevru/SourceControl/PatchList.aspx</link><description>
&lt;p&gt;&lt;a href='/site/users/view/xexuxjy'&gt;xexuxjy&lt;/a&gt; has uploaded a patch.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Description:&lt;/b&gt;&lt;br /&gt;updated xnadebugdraw to fit in with normal render path and basiceffect settings&lt;/p&gt;</description><author>xexuxjy</author><pubDate>Thu, 05 Jun 2008 20:55:01 GMT</pubDate><guid isPermaLink="false">Patch Uploaded 20080605085501P</guid></item><item><title>Patch Uploaded</title><link>http://www.codeplex.com/xnadevru/SourceControl/PatchList.aspx</link><description>
&lt;p&gt;&lt;a href='/site/users/view/xexuxjy'&gt;xexuxjy&lt;/a&gt; has uploaded a patch.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Description:&lt;/b&gt;&lt;br /&gt;added simple sphere method&lt;/p&gt;</description><author>xexuxjy</author><pubDate>Thu, 05 Jun 2008 20:53:41 GMT</pubDate><guid isPermaLink="false">Patch Uploaded 20080605085341P</guid></item><item><title>Patch Uploaded</title><link>http://www.codeplex.com/xnadevru/SourceControl/PatchList.aspx</link><description>
&lt;p&gt;&lt;a href='/site/users/view/xexuxjy'&gt;xexuxjy&lt;/a&gt; has uploaded a patch.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Description:&lt;/b&gt;&lt;br /&gt;Port of capsule shape&lt;/p&gt;</description><author>xexuxjy</author><pubDate>Thu, 05 Jun 2008 20:52:50 GMT</pubDate><guid isPermaLink="false">Patch Uploaded 20080605085250P</guid></item><item><title>NEW POST: projects still in development??</title><link>http://www.codeplex.com/xnadevru/Thread/View.aspx?ThreadId=27160</link><description>&lt;div class="wikidoc"&gt;
Hi,&lt;br /&gt; &lt;br /&gt;All of the projects where I was evolved in are frozen.&lt;br /&gt;But I hope that start from July I will reborn some of them.&lt;br /&gt; &lt;br /&gt;Regards,&lt;br /&gt;KleMiX&lt;br /&gt;
&lt;/div&gt;</description><author>KleMiX</author><pubDate>Tue, 06 May 2008 16:48:29 GMT</pubDate><guid isPermaLink="false">NEW POST: projects still in development?? 20080506044829P</guid></item><item><title>NEW POST: projects still in development??</title><link>http://www.codeplex.com/xnadevru/Thread/View.aspx?ThreadId=27160</link><description>&lt;div class="wikidoc"&gt;
hi there&lt;br /&gt; &lt;br /&gt;this has been awfully quiet since december last year no news or info in months, are the projects shown here still on development???&lt;br /&gt; &lt;br /&gt;all the projects here looked very interesting&lt;br /&gt; &lt;br /&gt;Cheers&lt;br /&gt;
&lt;/div&gt;</description><author>DodongoXP</author><pubDate>Mon, 05 May 2008 20:28:54 GMT</pubDate><guid isPermaLink="false">NEW POST: projects still in development?? 20080505082854P</guid></item><item><title>NEW POST: Another newbie question.</title><link>http://www.codeplex.com/xnadevru/Thread/View.aspx?ThreadId=21758</link><description>&lt;div class="wikidoc"&gt;
Peter - You might be seeing a bug similar to this: http://www.codeplex.com/xnadevru/Thread/View.aspx?ThreadId=23663&lt;br /&gt; &lt;br /&gt;In the BulletX samples/demos I've done I ended up just leaving bodies in the world (terrible &amp;amp; lazy I know, but hoped it'd just be temporary).&lt;br /&gt;
&lt;/div&gt;</description><author>BobStrogg</author><pubDate>Fri, 18 Apr 2008 07:19:15 GMT</pubDate><guid isPermaLink="false">NEW POST: Another newbie question. 20080418071915A</guid></item><item><title>NEW POST: Rotating Compound shapes</title><link>http://www.codeplex.com/xnadevru/Thread/View.aspx?ThreadId=24977</link><description>&lt;div class="wikidoc"&gt;
FlashJackson - I'd also love to see BulletX improved and brought up to date with Bullet.  In particular I'd like to see the various &amp;quot;Index out of range&amp;quot; exceptions (thrown some time after removing bodies from the world) fixed.  I've heaps of ideas for BulletX-based projects but don't have enough time (or familiarity with Bullet's internals) to fix the fragile bits of the engine.  If there's any way I can help you please let me know.&lt;br /&gt; &lt;br /&gt;My main interest is in using BulletX with WPF and Silverlight.  You can see some of my projects / demos at http://chriscavanagh.wordpress.com (or try direct at http://chriscavanagh.wordpress.com/2007/04/08/3d-physics-xbap/, http://chriscavanagh.wordpress.com/2008/03/06/silverlight-2-2d-physics-revisited/ among others).&lt;br /&gt;
&lt;/div&gt;</description><author>BobStrogg</author><pubDate>Fri, 18 Apr 2008 07:05:26 GMT</pubDate><guid isPermaLink="false">NEW POST: Rotating Compound shapes 20080418070526A</guid></item><item><title>NEW POST: Out of range Exception when removing Rigid Bodies</title><link>http://www.codeplex.com/xnadevru/Thread/View.aspx?ThreadId=23663</link><description>&lt;div class="wikidoc"&gt;
Marklar - Well I tried the fix, but still no joy :(  I also fixed (locally) a bug in RemoveOverlappingPairsContainingProxy where it's looping backwards through a loop but increments the counter when it removes an item:&lt;br /&gt; &lt;br /&gt;		public void RemoveOverlappingPairsContainingProxy(BroadphaseProxy proxy)&lt;br /&gt;		{&lt;br /&gt;			for (int i = _overlappingPairs.Count - 1; i &amp;gt;= 0; i--)&lt;br /&gt;			{&lt;br /&gt;				BroadphasePair pair = _overlappingPairs&lt;a href="http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=i"&gt;i&lt;/a&gt;;&lt;br /&gt;				if (pair.ProxyA == proxy ||&lt;br /&gt;					pair.ProxyB == proxy)&lt;br /&gt;				{&lt;br /&gt;					RemoveOverlappingPair(pair);&lt;br /&gt;//					i++;&lt;br /&gt;				}&lt;br /&gt;			}&lt;br /&gt;		}&lt;br /&gt; &lt;br /&gt;(Commented line is my change).  Unfortunately it still blows up :(  I can mostly avoid the bug if I keep the World simple (using default CollisionDispatcher, SimpleBroadphase etc) and never remove items from the world, but obviously I don't want to do that.&lt;br /&gt; &lt;br /&gt;Maybe we can work together to nail the other bugs? (I'm guessing we might find some comparing the original Bullet code to BulletX; we could also incessantly harass the Xnadevru guys or Erwin until they give in and fix it ;o] ).&lt;br /&gt;
&lt;/div&gt;</description><author>BobStrogg</author><pubDate>Fri, 18 Apr 2008 06:57:00 GMT</pubDate><guid isPermaLink="false">NEW POST: Out of range Exception when removing Rigid Bodies 20080418065700A</guid></item><item><title>NEW POST: Rotating Compound shapes</title><link>http://www.codeplex.com/xnadevru/Thread/View.aspx?ThreadId=24977</link><description>&lt;div class="wikidoc"&gt;
It sounds an awful lot like the shapes are being translated and then rotated.  If that happens, everything will be fine as long as the translation is zero, but will get really screwed up with compounding errors when the translation goes non-zero. &lt;br /&gt; &lt;br /&gt;I doubt that is the problem and I am sure you already looked at it, but it just sounds familiar to me in that way.&lt;br /&gt; &lt;br /&gt;By the way, I am going to be working on BulletX for an XNA engine I have been writing.  I was actually going to do my own port as I have previous experience with Bullet and the C4 engine, but I found this one and now I plan to just debug/improve this one and bring it up to the current Bullet release. I have been going through these few posts and documentation trying to get any information about the status of the port (other than what files have been ported) and you seem to have done the most work with it.  I would love to chat with you about your experience and where you see improvements.&lt;br /&gt;
&lt;/div&gt;</description><author>FlashJackson</author><pubDate>Sun, 13 Apr 2008 06:33:20 GMT</pubDate><guid isPermaLink="false">NEW POST: Rotating Compound shapes 20080413063320A</guid></item><item><title>CREATED ISSUE: Matrix.Inverse</title><link>http://www.codeplex.com/xnadevru/WorkItem/View.aspx?WorkItemId=16065</link><description>Is there a reason why BulletX uses MathHelper.InverseMatrix instead of the built-in Matrix.Inverse method&amp;#63;&lt;br /&gt;</description><author>DrDeth</author><pubDate>Fri, 11 Apr 2008 05:05:06 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: Matrix.Inverse 20080411050506A</guid></item><item><title>CREATED ISSUE: XCB feature request: maintain contentproj references in xcbproj files</title><link>http://www.codeplex.com/xnadevru/WorkItem/View.aspx?WorkItemId=15970</link><description>XCB should be capable of load not only a assest &amp;#40;FX, FBX, X, etc...&amp;#41; but it should also parse and load a Content.contentproj file.  The xcbproj file should maintain a refernce to this contentproj file rather than a refernce to the assests themselves if the assets were loaded in this manner.&lt;br /&gt;</description><author>missileControl</author><pubDate>Mon, 07 Apr 2008 15:04:47 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: XCB feature request: maintain contentproj references in xcbproj files 20080407030447P</guid></item><item><title>NEW POST: Out of range Exception when removing Rigid Bodies</title><link>http://www.codeplex.com/xnadevru/Thread/View.aspx?ThreadId=23663</link><description>&lt;div class="wikidoc"&gt;
No problem Bob :)&lt;br /&gt; &lt;br /&gt;I checked out your demos, they're very nice! Surprising what you can do in a browser now...&lt;br /&gt; &lt;br /&gt;Did you by any chance run into any other bugs with Compound Shapes? I've been trying to get the working properly in my game and keep running into different stumbling blocks. The current problem I have relates to the rotation of Compound shapes as the result of a collision. I posted about it here: http://www.codeplex.com/xnadevru/Thread/View.aspx?ThreadId=24977 . If you have any ideas, I'd love to hear them!&lt;br /&gt; &lt;br /&gt;Marklar&lt;br /&gt;
&lt;/div&gt;</description><author>Marklar</author><pubDate>Sun, 30 Mar 2008 03:10:22 GMT</pubDate><guid isPermaLink="false">NEW POST: Out of range Exception when removing Rigid Bodies 20080330031022A</guid></item><item><title>NEW POST: Rotating Compound shapes</title><link>http://www.codeplex.com/xnadevru/Thread/View.aspx?ThreadId=24977</link><description>&lt;div class="wikidoc"&gt;
Hey, I'm hoping someone might have seen this bug and either found a solution or has an idea of what may be wrong  :)&lt;br /&gt; &lt;br /&gt;I currently have a table (compound shape), a floor (just a group of static Box shapes), and a ball (Sphere shape) that you can throw from the camera. The table is made up of 5 shapes, one box shape and four cylinders as the legs.  The table is set up to have very high linear damping, and very low angular damping. &lt;br /&gt; &lt;br /&gt;Its hard to describe what is happening, but when you shoot a ball at the table and cause it to rotate, the cylinders quickly become out of sync with their graphical representations.  &lt;br /&gt;I am drawing each cylinder with the world transform of CollisionShape.WorldTransform * ((CompoundShape)CollisionShape).GetChildTransform(i);&lt;br /&gt;It seems like the world transform of the child shapes is only being modified by the WorldTransform.Translation of the Compound shape, and not the rotation.&lt;br /&gt;The top of the table (the Box shape) works perfectly though. The starting translation for that child shape is Vector3(0f,1.5f,0f). I'm not positive, but it seems like as long as the child shapes are only translated along the rotation axis (in the case of this table, it rotates around the Y axis), everything works. Once you translate or rotate along one of the other two axes, everything goes out of sync.&lt;br /&gt; &lt;br /&gt;I'm confused that the shapes world transform multiplied by the child shapes transform is NOT the world transform of the child shape. This implies to me that either the world transform or the child shape transform is not the value actually being used in the calculations. I've looked through what I thought would be the likely areas in the code, and haven't been able to find anything.&lt;br /&gt; &lt;br /&gt;I'm sorry for the disjointed post, but I'm really at a loss here. Any help whatsoever, even ideas about where to look in the code would be much appreciated.&lt;br /&gt;Marklar&lt;br /&gt;
&lt;/div&gt;</description><author>Marklar</author><pubDate>Sun, 30 Mar 2008 03:05:06 GMT</pubDate><guid isPermaLink="false">NEW POST: Rotating Compound shapes 20080330030506A</guid></item><item><title>NEW POST: Out of range Exception when removing Rigid Bodies</title><link>http://www.codeplex.com/xnadevru/Thread/View.aspx?ThreadId=23663</link><description>&lt;div class="wikidoc"&gt;
Hey Marklar - Thanks for that :o)   I hit the same problem a while ago for some demos I did.  I'll give your 'fix' a try (don't care if it's &amp;quot;good&amp;quot; or not; I'm just glad you took the time to look into it).&lt;br /&gt; &lt;br /&gt;FYI here are some of the demos:&lt;br /&gt; &lt;br /&gt;http://chriscavanagh.wordpress.com/2007/05/26/minor-xbap-update/&lt;br /&gt;http://chriscavanagh.wordpress.com/2008/03/06/silverlight-2-2d-physics-revisited/&lt;br /&gt;
&lt;/div&gt;</description><author>BobStrogg</author><pubDate>Sat, 29 Mar 2008 19:37:16 GMT</pubDate><guid isPermaLink="false">NEW POST: Out of range Exception when removing Rigid Bodies 20080329073716P</guid></item><item><title>NEW POST: Out of range Exception when removing Rigid Bodies</title><link>http://www.codeplex.com/xnadevru/Thread/View.aspx?ThreadId=23663</link><description>&lt;div class="wikidoc"&gt;
Well, after a few weeks I think I was able to figure out what was wrong. CompoundCollisionAlgorithm does not call Dispose() for its list of CollisionAlgorithms. Dispose() removes the PersistentManifold from the Dispatchers manifold list. Without removing those, you will be trying to access objects that no longer exist inside the SimulationIslandManager.&lt;br /&gt; &lt;br /&gt;To fix this, I made CompoundCollisionAlgorithm implement the IDisposible interface, and added the following code:&lt;br /&gt; &lt;br /&gt;public void Dispose()&lt;br /&gt;{&lt;br /&gt;     for (int i = 0; i &amp;lt; _childCollisionAlgorithms.Count; i++)&lt;br /&gt;     {&lt;br /&gt;          if(_childCollisionAlgorithms&lt;a href="http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=i"&gt;i&lt;/a&gt; is IDisposable)&lt;br /&gt;                ((IDisposable)_childCollisionAlgorithms&lt;a href="http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=i"&gt;i&lt;/a&gt;).Dispose();&lt;br /&gt;     }&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;I'm not sure if this is the best way to resolve the issue, but it does work.&lt;br /&gt; &lt;br /&gt;Marklar&lt;br /&gt;
&lt;/div&gt;</description><author>Marklar</author><pubDate>Sun, 23 Mar 2008 16:28:42 GMT</pubDate><guid isPermaLink="false">NEW POST: Out of range Exception when removing Rigid Bodies 20080323042842P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=Home&amp;version=32</link><description>&lt;div class="wikidoc"&gt;
&lt;a href="http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=News%20Feeds&amp;amp;referringTitle=Home"&gt;News Feeds&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;&lt;a href="http://www.XNADev.ru" class="externalLink"&gt;http://www.XNADev.ru&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;First russian XNA game development community.&lt;br /&gt; &lt;br /&gt;Our projects:&lt;br /&gt;&lt;ul&gt;
&lt;li&gt;&lt;a href="http://www.codeplex.com/dbm" class="externalLink"&gt;http://www.codeplex.com/dbm&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; - Day Break motor (XNA 3D engine)&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=XNA%20Physics%20API%20%28XPA%29&amp;amp;referringTitle=Home"&gt;XNA Physics API (XPA)&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=Managed%20Bullet%20Physics%20Library&amp;amp;referringTitle=Home"&gt;Bullet for XNA Physics Library (BulletX)&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=XNA%20Scene%20Engine%20%28XSE%29&amp;amp;referringTitle=Home"&gt;XNA Scene Engine (XSE)&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=XNA%20Content%20Builder%20%28XCB%29&amp;amp;referringTitle=Home"&gt;XNA Content Builder (XCB)&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=ChunkedLOD&amp;amp;referringTitle=Home"&gt;ChunkedLOD&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=XNA%20Content%20Engine%20%28XCE%29&amp;amp;referringTitle=Home"&gt;XNA Content Engine (XCE)&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt; &lt;br /&gt;News:&lt;br /&gt;&lt;ul&gt;
&lt;li&gt;We are started with new project (XNA 3D engine) - (&lt;a href="http://www.daybreak.ru" class="externalLink"&gt;http://www.daybreak.ru&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; english) (&lt;a href="http://www.xnadev.ru" class="externalLink"&gt;http://www.xnadev.ru&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; russian)&lt;/li&gt;&lt;li&gt;BulletX first alpha available &lt;a href="http://www.codeplex.com/xnadevru/Release/ProjectReleases.aspx?ReleaseId=1278"&gt;BulletX 2.50 Alpha&lt;/a&gt;&lt;/li&gt;&lt;li&gt;XCB released &lt;a href="http://www.codeplex.com/xnadevru/Release/ProjectReleases.aspx?ReleaseId=3579"&gt;XCB 1.1 Production&lt;/a&gt;&lt;/li&gt;&lt;li&gt;XCB second release candidate is out &lt;a href="http://www.codeplex.com/xnadevru/Release/ProjectReleases.aspx?ReleaseId=1412"&gt;XCB 1.0.2 Release Candidate&lt;/a&gt;&lt;/li&gt;&lt;li&gt;XCB release candidate is out &lt;a href="http://www.codeplex.com/xnadevru/Release/ProjectReleases.aspx?ReleaseId=1373"&gt;XCB 1.0.1 Release Candidate&lt;/a&gt;&lt;/li&gt;&lt;li&gt;ChunkedLOD released &lt;a href="http://www.codeplex.com/xnadevru/Release/ProjectReleases.aspx?ReleaseId=1313"&gt;ChunkedLOD Production&lt;/a&gt;&lt;/li&gt;&lt;li&gt;XPA second alpha is out &lt;a href="http://www.codeplex.com/xnadevru/Release/ProjectReleases.aspx?ReleaseId=737"&gt;XPA 0.1 Alpha&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;Tutorial:&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;&lt;a href="http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=XNA%20Physics%20API%20tutorial&amp;amp;referringTitle=Home"&gt;XNA Physics API tutorial&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;
&lt;/div&gt;</description><author>raxxla</author><pubDate>Thu, 20 Mar 2008 15:31:16 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20080320033116P</guid></item><item><title>NEW POST: interested to know about content engine</title><link>http://www.codeplex.com/xnadevru/Thread/View.aspx?ThreadId=23186</link><description>&lt;div class="wikidoc"&gt;
 &lt;br /&gt;&lt;div class="quote"&gt;
 &lt;br /&gt;DodongoXP wrote:&lt;br /&gt;hello&lt;br /&gt; &lt;br /&gt;im interested to know more about the xna content engine you are currently developing,  &lt;br /&gt; &lt;br /&gt;what is the status of that project and which features will it have .. &lt;br /&gt; &lt;br /&gt;Cheers!&lt;br /&gt;David Montes de oca Segovia&lt;br /&gt; &lt;br /&gt;
&lt;/div&gt; &lt;br /&gt;This content engine will be a part of our new project - &amp;quot;XNA 3D game engine and toolkit&amp;quot;. More info will be avaliable soon...&lt;br /&gt;
&lt;/div&gt;</description><author>raxxla</author><pubDate>Mon, 17 Mar 2008 11:10:17 GMT</pubDate><guid isPermaLink="false">NEW POST: interested to know about content engine 20080317111017A</guid></item><item><title>NEW POST: Out of range Exception when removing Rigid Bodies</title><link>http://www.codeplex.com/xnadevru/Thread/View.aspx?ThreadId=23663</link><description>&lt;div class="wikidoc"&gt;
Hello, &lt;br /&gt; &lt;br /&gt;I've been playing around with the C# port of Bullet and have run into a problem when trying to remove certain rigid bodies. In the simulation I have a floor, table and cup. You can shoot objects from the camera (currently spheres) as a test. When objects roll over the edge of the floor, and drop more than 20 units I remove them from the simulation. This works great as far as the spheres are concerned, you can shoot them and remove them as much as you want. However, once one of the spheres collides with the cup (which is a compound shape), the next rigid body, either the sphere or the cup, to be removed causes an out of range exception in UnionFind.Find(int i). I've traced it back to SimulationIslandManager.cs and it seems to me like the IslandTag is being set incorrectly, or not changed when the objects are removed. I could be completely wrong though.&lt;br /&gt; &lt;br /&gt;Has anyone else run into this problem and/or found a solution to it? I'm at somewhat of a loss at where this error could be occurring so any advice would be appreciated.&lt;br /&gt;Thank you,&lt;br /&gt;Marklar&lt;br /&gt;
&lt;/div&gt;</description><author>Marklar</author><pubDate>Sun, 09 Mar 2008 21:19:48 GMT</pubDate><guid isPermaLink="false">NEW POST: Out of range Exception when removing Rigid Bodies 20080309091948P</guid></item></channel></rss>