general question...

Topics: Developer Forum, User Forum
Nov 23, 2007 at 11:59 PM
I noticed you recently referred to the articles by Chris Hecker (http://chrishecker.com/Rigid_Body_Dynamics) for info about collision responses. I was just wondering if the Farseer engine used the methods he describes, or if you use more 'realistic' or complicated schemes to deal with collision response and integration. It's been interesting to observe the dialog concerning the various Broad Phase collision detection algorithms.

Maybe other people with more physical computation background can more easily recognize the underlying algorithms, but I was wondering if you could just briefly list the physics-related algorithms that you used, as far as you know, and have common names. That would make it easier to compare these methods without digging through the code just to find out what method it uses.
Coordinator
Nov 25, 2007 at 9:53 AM
Farseer was based on Box2D Lite by Erin Catto

The link is here.

The 2006 and 2007 slides describe things better than I can.

Note: Erin Catto has a new engine called simply Box2D (without the Lite). Farseer is not derived from that engine.