This project has moved and is read-only. For the latest updates, please go here.

Funky physics issue with CreateCircle

Apr 23, 2010 at 2:14 AM

We're using Farseer for our game, but there's some funky physics when we use the CreateCircle method to fake a circular object. It is a zero gravity environment so the ball in question can bounce around freely. Sometimes however when it hits a wall at whatever angle, it will go FLYING. On rare occasions it will gain so much instant velocity it will travel out of the level at 3,000 miles an hour. Sometimes it will go into a super fast death spin so the next wall it hits will send it flying. Has anyone ever seen this behavior with using a circular object in Farseer? We have tried upping / downing the number of vertices, more seems to be better but not significantly. It also seems to happen more to larger circles than to smaller ones.

Apr 23, 2010 at 10:08 AM
If you need real circles, you should try out FPE 3.0 from the source control. FPE 2.x create pseudo-circles (approximations) and thus the collisions will not be like the ones you would expect from a circle.
Apr 24, 2010 at 9:08 PM

Is the development version something that's OK to use for a commercial game? Do you foresee any issues that it would create?

Apr 24, 2010 at 10:15 PM

Also, if there's any 3.0 documentation, that'd be nice. Porting without documentation is giving me indigestion :(

Apr 24, 2010 at 11:22 PM

Currently the only documentation is from Box2D's source code, although this is not C# or Farseer specific.

Apr 24, 2010 at 11:55 PM

What has taken the place of the physicssimulator object?

Apr 25, 2010 at 12:05 AM



Apr 25, 2010 at 4:08 AM

What replaced Geom?

Apr 25, 2010 at 1:47 PM

Shapes and Fixtures. Please read through the source code.