Dot Net Tiki Hut Tampa Tomorrow
IMPORTANT UPDATE: I was just informed that one of the attendees is going to win an Xbox 360!
Sorry for the short notice, but I wanted to let everyone know that I'll be speaking at the Dot Net Tiki Hut in Tampa at Microsoft's corporate office on October 17. Sessions start at 9AM and go through 4:30PM. Sessions include Silverlight 1.0 and 1.1, Virtual Earth, Jim Zimmerman is presenting how to create a database driven photo gallery in Silverlight, and I'm finishing off the day with a talk on developing games using Silverlight 1.1. It's a lot of great content so if you're in the area I highly recommend that you attend.
I'll also do some quick samples of how to use the Farseer Physics Engine in your Silverlight application. There is still space available, so sign up now. More details and registration here:
Announcing the Farseer Physics Engine for Silverlight 1.1 and XNA Game Studio
You've probably noticed that I haven't posted a new tutorial in the series for a while, and I wanted to assure you that a new one is coming soon. Most of my free time over the past couple of weeks has been spent working with Jeff Weber on a very exciting project and I'm happy to announce that Jeff released it this morning.
Just to be completely clear, Jeff did most of the work on this, I was just happy to help out by doing the Silverlight port.
You can get the code here: http://www.codeplex.com/FarseerPhysics/Release/ProjectReleases.aspx
and you can see the Silverlight demos here: http://www.bluerosegames.com/farseersilverlightdemos
The Farseer Physics Engine is an easy to use 2D physics engine designed for Microsoft’s XNA
platforms. The Farseer Physics Engine focuses on simplicity, useful features, and enabling the creation of fun, dynamic games.
- Easy To Use!
- Support for XNA (XBOX 360 and Windows)
- Support for Silverlight (1.1 and above)
- Support for Managed .Net Languages In General
- Concave and Convex Polygons Supported
- Multiple Collision Geometries Per Body
- Collision Categories For Complex Interaction Between Physics Objects
- Collision Callback Mechanism
- Revolute Joint (body to body or fixed to world)
- Angle Joint (body to body or fixed to world)
- Slider (Prismatic) Joint
- Pin (Distance) Joint
- Force Controllers
- Linear Spring
- Angular Spring
- Easy To Build Custom Force Controllers (Explosions, Steering Behaviors, etc.)
- Support and Debugging
- Samples Framework With Samples Covering Most Major Engine Features. (XNA and Silverlight versions)
- Debug Viewer To View All Major Physics Objects (part of samples framework)
- User Manual (in progress)