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
Introduction
The Farseer Physics Engine is an easy to use 2D physics engine designed for Microsoft’s
XNA and
Silverlight platforms. The Farseer Physics Engine focuses on simplicity, useful features, and enabling the creation of fun, dynamic games.
Features
- General
- Easy To Use!
- Support for XNA (XBOX 360 and Windows)
- Support for Silverlight (1.1 and above)
- Support for Managed .Net Languages In General
- Collison
- Concave and Convex Polygons Supported
- Multiple Collision Geometries Per Body
- Collision Categories For Complex Interaction Between Physics Objects
- Collision Callback Mechanism
- Dynamics
- Joints
- 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)