It is time for another update. First I will answer everyones question: No, we are not dead :)
The Box2DX port is coming along fine. It is hard to keep up with the updates made to the Box2D tree, so we have been a little behind. Our port is now updated to revision 31 (The newest) and I'm currently working on finding the errors I made during the update.
(There are always some...)
I have a list of stuff that has been ported over. This also gives you an idea of what Box2D includes feature wise.
1. (De)Activation of bodies
Bodies can now be deactivated and thus will not be included in the collision process. We have had this in Farseer Physics since the beginning. Now that we have it in Box2DX is just another plus.
2. Explicit body types
A body can be of 3 types: Static, kinematic and dynamic. Static bodies can't move, dynamic can. Kinematic bodies are a little special and I will write more about it when it as some point in the future.
3. More uniform API
A lot of properties have been added to joints, bodies and shapes. The naming of them have also been changed to be more consistent. When I begin developing Farseer Physics Engine 3.0, we will probably change a lot of this to be even simpler. But it is always
a plus that Box2D changed the API to be easier beforehand.
4. A LOT of bug fixes.
About 40 bugfixes made it into the newest revisions. They fixes some problems like infinite loops in the new broadphase and raycasting.
5. New joints
WeldJoint and FrictionJoint was added into revision 31. More about those later.
6. New samples
New samples to demonstrate WeldJoint, FrictionJoint, Body activation and a lot more. 2 samples were added in total - old ones were changed to show off the new functionality.
I hope to find the last bugs before new years eve, but I can't promise anything.