<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>FarseerPhysics Release Rss Feed</title><link>http://www.codeplex.com/Release/ProjectReleases.aspx?ProjectName=FarseerPhysics</link><description>FarseerPhysics Release Rss Description</description><item><title>Updated Release: Farseer Physics Engine 3.3.1 (Apr 09, 2011)</title><link>http://farseerphysics.codeplex.com/releases/view/64108</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Introduction&lt;/h2&gt;FPE 3.3.1 is a bugfix release that fixes a couple of bugs and comes with a bunch of improvements to the WP7 samples.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Farseer Physics Engine 3.3.1 - Penguins can&amp;#39;t fly&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;This release contains fixes from Helge Backhaus and his great work on the samples. A full list of changes can be found below.&lt;br /&gt;
&lt;h2&gt;New features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;Fixes to WP7 menu slider&lt;/li&gt;
&lt;li&gt;Added WP7 controls to samples&lt;/li&gt;
&lt;li&gt;Fixed bug in GravityController that would calculate wrong gravity on polygons.&lt;/li&gt;
&lt;li&gt;Fixed: &lt;a href="http://farseerphysics.codeplex.com/workitem/30442"&gt;MarchingSquares fails on WP7 hardware&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Fixed: &lt;a href="http://farseerphysics.codeplex.com/workitem/30207"&gt;VelocityLimitController&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Fixed: &lt;a href="http://farseerphysics.codeplex.com/workitem/30376"&gt;ApplyForce on Body has double point.X IsNaN assert&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Fixed: &lt;a href="http://farseerphysics.codeplex.com/workitem/30369"&gt;Body.Dispose and Fixture.Dispose&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Calling Fixture.Dispose() now only removes the fixture from the body. Body.Dispose() removes the body and all attached fixtures.&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Known issues&lt;/h2&gt;This release has not been tested fully on WP7. If you find any problems on the Windows Phone 7 device, contact &lt;a href="http://www.codeplex.com/site/users/view/Genbox" class="externalLink"&gt;Genbox&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;.&lt;br /&gt;
&lt;h2&gt;Support the project&lt;/h2&gt;If you liked this release and would like to keep this project going. Please consider &lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;amp;business=D5BVVCJEXSLC6&amp;amp;lc=DK&amp;amp;item_name=Farseer%20Physics%20Engine&amp;amp;currency_code=USD&amp;amp;bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted" class="externalLink"&gt;donating to our project.&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Genbox</author><pubDate>Sat, 09 Apr 2011 13:36:51 GMT</pubDate><guid isPermaLink="false">Updated Release: Farseer Physics Engine 3.3.1 (Apr 09, 2011) 20110409013651P</guid></item><item><title>Released: Farseer Physics Engine 3.3.1 (Apr 09, 2011)</title><link>http://farseerphysics.codeplex.com/releases/view/64108</link><description>
&lt;div class="wikidoc"&gt;
&lt;h2&gt;Introduction&lt;/h2&gt;
FPE 3.3.1 is a bugfix release that fixes a couple of bugs and comes with a bunch of improvements to the WP7 samples.&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Farseer Physics Engine 3.3.1 - Penguins can&amp;#39;t fly&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
This release contains fixes from Helge Backhaus and his great work on the samples. A full list of changes can be found below.&lt;br&gt;
&lt;h2&gt;New features&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Fixes to WP7 menu slider &lt;/li&gt;&lt;li&gt;Added WP7 controls to samples &lt;/li&gt;&lt;li&gt;Fixed bug in GravityController that would calculate wrong gravity on polygons.
&lt;/li&gt;&lt;li&gt;Fixed: &lt;a href="http://farseerphysics.codeplex.com/workitem/30442"&gt;MarchingSquares fails on WP7 hardware&lt;/a&gt;
&lt;/li&gt;&lt;li&gt;Fixed: &lt;a href="http://farseerphysics.codeplex.com/workitem/30207"&gt;VelocityLimitController&lt;/a&gt;
&lt;/li&gt;&lt;li&gt;Fixed: &lt;a href="http://farseerphysics.codeplex.com/workitem/30376"&gt;ApplyForce on Body has double point.X IsNaN assert&lt;/a&gt;
&lt;/li&gt;&lt;li&gt;Fixed: &lt;a href="http://farseerphysics.codeplex.com/workitem/30369"&gt;Body.Dispose and Fixture.Dispose&lt;/a&gt;
&lt;/li&gt;&lt;li&gt;Calling Fixture.Dispose() now only removes the fixture from the body. Body.Dispose() removes the body and all attached fixtures.&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Known issues&lt;/h2&gt;
This release has not been tested fully on WP7. If you find any problems on the Windows Phone 7 device, contact
&lt;a href="http://www.codeplex.com/site/users/view/Genbox"&gt;Genbox&lt;span&gt;&lt;/span&gt;&lt;/a&gt;.&lt;br&gt;
&lt;h2&gt;Support the project&lt;/h2&gt;
If you liked this release and would like to keep this project going. Please consider
&lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;business=D5BVVCJEXSLC6&amp;lc=DK&amp;item_name=Farseer%20Physics%20Engine&amp;currency_code=USD&amp;bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted"&gt;
donating to our project.&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
</description><author></author><pubDate>Sat, 09 Apr 2011 13:36:51 GMT</pubDate><guid isPermaLink="false">Released: Farseer Physics Engine 3.3.1 (Apr 09, 2011) 20110409013651P</guid></item><item><title>Updated Release: Farseer Physics Engine 3.3 (Mar 19, 2011)</title><link>http://farseerphysics.codeplex.com/releases/view/58032</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Introduction&lt;/h2&gt;Here is the 3.3 release with all its goodies:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Farseer Physics Engine 3.3 - Swiss army knife of physics&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I would like to thank Helge Backhaus for his tremendous work on the samples and all his contributions to our great project. I would also like to thank Matthew Bettcher for his port of marching squares and great work packing it all into a neat API. A thanks also goes out to David Reschke for continued work on his texture to vertices algorithm.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://download.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=farseerphysics&amp;amp;DownloadId=218999" /&gt;
&lt;h2&gt;New features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;New samples for XNA&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Unified on all platforms. Should work the same on WP7, Xbox360 and PC&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;RopeJoint now works&lt;/li&gt;
&lt;li&gt;Support for cloning of bodies, fixtures and shapes&lt;/li&gt;
&lt;li&gt;Brand new HelloWorld sample&lt;/li&gt;
&lt;li&gt;World.Clear() clears the whole world&lt;/li&gt;
&lt;li&gt;&lt;b&gt;New and improved texture to vertices code&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;Serialization support using the &lt;a href="http://www.box2d.org/forum/viewtopic.php?f=3&amp;amp;t=6117" class="externalLink"&gt;Box2DScene format&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Marching squares algorithm with destructible terrain&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;New LineJoint works as a car suspension joint
&lt;ul&gt;&lt;li&gt;There is also a FixedLineJoint version&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;More checks in code to prevent NaN floats&lt;/li&gt;
&lt;li&gt;&lt;b&gt;BodyFactory creates bodies with attached fixtures&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;FixtureFactory now only attaches fixtures to existing bodies&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;All fixture properties have been wrapped into Body. Body.Restitution now changes restitution on all attached fixtures&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;BuoyancyController has been added&lt;/li&gt;
&lt;li&gt;Andrew&amp;#39;s Monotone Chain Algorithm convex hull algorithm added&lt;/li&gt;
&lt;li&gt;Body.IgnoreCCD makes the body ignore CCD even if it is static.&lt;/li&gt;
&lt;li&gt;QuadTree based broad phase algorithm added.
&lt;ul&gt;&lt;li&gt;Default is still Dynamic Tree&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;New arc shape
&lt;ul&gt;&lt;li&gt;use BodyFactory.CreateLineArc() and CreateSolidArc() to create arcs.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Lots and lots of bug fixes&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Breaking changes&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;BodyFactory is now the main factory for creating physics elements&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Known issues&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;LoopShape and closed arc shapes does not work with bodies that have several fixtures attached.&lt;/li&gt;
&lt;li&gt;SliderJoint does not work correctly.&lt;/li&gt;
&lt;li&gt;Racing Car demo from samples does not have WP7 controls.&lt;/li&gt;
&lt;li&gt;VelocityLimitController does not work correctly.&lt;/li&gt;
&lt;li&gt;SeidelDecomposer might give unexpected results on other platforms than XNA.&lt;/li&gt;
&lt;li&gt;MSTerrain is not included in class and silverlight projects&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Support the project&lt;/h2&gt;If you liked this release and would like to keep this project going. Please consider &lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;amp;business=D5BVVCJEXSLC6&amp;amp;lc=DK&amp;amp;item_name=Farseer%20Physics%20Engine&amp;amp;currency_code=USD&amp;amp;bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted" class="externalLink"&gt;donating to our project.&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Genbox</author><pubDate>Sat, 19 Mar 2011 23:55:38 GMT</pubDate><guid isPermaLink="false">Updated Release: Farseer Physics Engine 3.3 (Mar 19, 2011) 20110319115538P</guid></item><item><title>Released: Farseer Physics Engine 3.3 (Mar 19, 2011)</title><link>http://farseerphysics.codeplex.com/releases/view/58032</link><description>
&lt;div class="wikidoc"&gt;
&lt;h2&gt;Introduction&lt;/h2&gt;
Here is the 3.3 release with all its goodies:&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Farseer Physics Engine 3.3 - Swiss army knife of physics&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
I would like to thank Helge Backhaus for his tremendous work on the samples and all his contributions to our great project. I would also like to thank Matthew Bettcher for his port of marching squares and great work packing it all into a neat API. A thanks
 also goes out to David Reschke for continued work on his texture to vertices algorithm.&lt;br&gt;
&lt;br&gt;
&lt;img src="http://download.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=farseerphysics&amp;DownloadId=218999"&gt;
&lt;h2&gt;New features&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;New samples for XNA&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;Unified on all platforms. Should work the same on WP7, Xbox360 and PC&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;RopeJoint now works &lt;/li&gt;&lt;li&gt;Support for cloning of bodies, fixtures and shapes &lt;/li&gt;&lt;li&gt;Brand new HelloWorld sample &lt;/li&gt;&lt;li&gt;World.Clear() clears the whole world &lt;/li&gt;&lt;li&gt;&lt;b&gt;New and improved texture to vertices code&lt;/b&gt; &lt;/li&gt;&lt;li&gt;Serialization support using the &lt;a href="http://www.box2d.org/forum/viewtopic.php?f=3&amp;t=6117"&gt;
Box2DScene format&lt;span&gt;&lt;/span&gt;&lt;/a&gt; &lt;/li&gt;&lt;li&gt;&lt;b&gt;Marching squares algorithm with destructible terrain&lt;/b&gt; &lt;/li&gt;&lt;li&gt;New LineJoint works as a car suspension joint
&lt;ul&gt;
&lt;li&gt;There is also a FixedLineJoint version&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;More checks in code to prevent NaN floats &lt;/li&gt;&lt;li&gt;&lt;b&gt;BodyFactory creates bodies with attached fixtures&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;FixtureFactory now only attaches fixtures to existing bodies&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;&lt;b&gt;All fixture properties have been wrapped into Body. Body.Restitution now changes restitution on all attached fixtures&lt;/b&gt;
&lt;/li&gt;&lt;li&gt;BuoyancyController has been added &lt;/li&gt;&lt;li&gt;Andrew&amp;#39;s Monotone Chain Algorithm convex hull algorithm added &lt;/li&gt;&lt;li&gt;Body.IgnoreCCD makes the body ignore CCD even if it is static. &lt;/li&gt;&lt;li&gt;QuadTree based broad phase algorithm added.
&lt;ul&gt;
&lt;li&gt;Default is still Dynamic Tree&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;New arc shape
&lt;ul&gt;
&lt;li&gt;use BodyFactory.CreateLineArc() and CreateSolidArc() to create arcs.&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;Lots and lots of bug fixes&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Breaking changes&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;BodyFactory is now the main factory for creating physics elements&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Known issues&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;LoopShape and closed arc shapes does not work with bodies that have several fixtures attached.
&lt;/li&gt;&lt;li&gt;SliderJoint does not work correctly. &lt;/li&gt;&lt;li&gt;Racing Car demo from samples does not have WP7 controls. &lt;/li&gt;&lt;li&gt;VelocityLimitController does not work correctly. &lt;/li&gt;&lt;li&gt;SeidelDecomposer might give unexpected results on other platforms than XNA. &lt;/li&gt;&lt;li&gt;MSTerrain is not included in class and silverlight projects&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Support the project&lt;/h2&gt;
If you liked this release and would like to keep this project going. Please consider
&lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;business=D5BVVCJEXSLC6&amp;lc=DK&amp;item_name=Farseer%20Physics%20Engine&amp;currency_code=USD&amp;bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted"&gt;
donating to our project.&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
</description><author></author><pubDate>Sat, 19 Mar 2011 23:55:38 GMT</pubDate><guid isPermaLink="false">Released: Farseer Physics Engine 3.3 (Mar 19, 2011) 20110319115538P</guid></item><item><title>Updated Release: Farseer Physics Engine 3.3 (Mar 19, 2011)</title><link>http://farseerphysics.codeplex.com/releases/view/58032</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Introduction&lt;/h2&gt;Here is the 3.3 release with all its goodies:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Farseer Physics Engine 3.3 - Swiss army knife of physics&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I would like to thank Helge Backhaus for his tremendous work on the samples and all his contributions to our great project. I would also like to thank Matthew Bettcher for his port of marching squares and great work packing it all into a neat API. A thanks also goes out to David Reschke for continued work on his texture to vertices algorithm.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://download.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=farseerphysics&amp;amp;DownloadId=218999" /&gt;
&lt;h2&gt;New features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;New samples for XNA&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Unified on all platforms. Should work the same on WP7, Xbox360 and PC&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;RopeJoint now works&lt;/li&gt;
&lt;li&gt;Support for cloning of bodies, fixtures and shapes&lt;/li&gt;
&lt;li&gt;Brand new HelloWorld sample&lt;/li&gt;
&lt;li&gt;World.Clear() clears the whole world&lt;/li&gt;
&lt;li&gt;&lt;b&gt;New and improved texture to vertices code&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;Serialization support using the &lt;a href="http://www.box2d.org/forum/viewtopic.php?f=3&amp;amp;t=6117" class="externalLink"&gt;Box2DScene format&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Marching squares algorithm with destructible terrain&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;New LineJoint works as a car suspension joint
&lt;ul&gt;&lt;li&gt;There is also a FixedLineJoint version&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;More checks in code to prevent NaN floats&lt;/li&gt;
&lt;li&gt;&lt;b&gt;BodyFactory creates bodies with attached fixtures&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;FixtureFactory now only attaches fixtures to existing bodies&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;All fixture properties have been wrapped into Body. Body.Restitution now changes restitution on all attached fixtures&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;BuoyancyController has been added&lt;/li&gt;
&lt;li&gt;Andrew&amp;#39;s Monotone Chain Algorithm convex hull algorithm added&lt;/li&gt;
&lt;li&gt;Body.IgnoreCCD makes the body ignore CCD even if it is static.&lt;/li&gt;
&lt;li&gt;QuadTree based broad phase algorithm added.
&lt;ul&gt;&lt;li&gt;Default is still Dynamic Tree&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;New arc shape
&lt;ul&gt;&lt;li&gt;use BodyFactory.CreateLineArc() and CreateSolidArc() to create arcs.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Lots and lots of bug fixes&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Breaking changes&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;BodyFactory is now the main factory for creating physics elements&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Known issues&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;LoopShape and closed arc shapes does not work with bodies that have several fixtures attached.&lt;/li&gt;
&lt;li&gt;SliderJoint does not work correctly.&lt;/li&gt;
&lt;li&gt;Racing Car demo from samples does not have WP7 controls.&lt;/li&gt;
&lt;li&gt;VelocityLimitController does not work correctly.&lt;/li&gt;
&lt;li&gt;SeidelDecomposer might give unexpected results on other platforms than XNA.&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Support the project&lt;/h2&gt;If you liked this release and would like to keep this project going. Please consider &lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;amp;business=D5BVVCJEXSLC6&amp;amp;lc=DK&amp;amp;item_name=Farseer%20Physics%20Engine&amp;amp;currency_code=USD&amp;amp;bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted" class="externalLink"&gt;donating to our project.&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Genbox</author><pubDate>Sat, 19 Mar 2011 23:49:57 GMT</pubDate><guid isPermaLink="false">Updated Release: Farseer Physics Engine 3.3 (Mar 19, 2011) 20110319114957P</guid></item><item><title>Updated Release: Farseer Physics Engine 3.3 (Mar 19, 2011)</title><link>http://farseerphysics.codeplex.com/releases/view/58032</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Introduction&lt;/h2&gt;Here is the 3.3 release with all its goodies:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Farseer Physics Engine 3.3 - Swiss army knife of physics&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I would like to thank Helge Backhaus for his tremendous work on the samples and all his contributions to our great project. I would also like to thank Matthew Bettcher for his port of marching squares and great work packing it all into a neat API. A thanks also goes out to David Reschke for continued work on his texture to vertices algorithm.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://download.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=farseerphysics&amp;amp;DownloadId=218999" /&gt;
&lt;h2&gt;New features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;New samples for XNA&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Unified on all platforms. Should work the same on WP7, Xbox360 and PC&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;RopeJoint now works&lt;/li&gt;
&lt;li&gt;Support for cloning of bodies, fixtures and shapes&lt;/li&gt;
&lt;li&gt;Brand new HelloWorld sample&lt;/li&gt;
&lt;li&gt;World.Clear() clears the whole world&lt;/li&gt;
&lt;li&gt;&lt;b&gt;New and improved texture to vertices code&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;Serialization support using the &lt;a href="http://www.box2d.org/forum/viewtopic.php?f=3&amp;amp;t=6117" class="externalLink"&gt;Box2DScene format&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Marching squares algorithm with destructible terrain&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;New LineJoint works as a car suspension joint
&lt;ul&gt;&lt;li&gt;There is also a FixedLineJoint version&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;More checks in code to prevent NaN floats&lt;/li&gt;
&lt;li&gt;&lt;b&gt;BodyFactory creates bodies with attached fixtures&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;FixtureFactory now only attaches fixtures to existing bodies&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;All fixture properties have been wrapped into Body. Body.Restitution now changes restitution on all attached fixtures&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;BuoyancyController has been added&lt;/li&gt;
&lt;li&gt;Andrew&amp;#39;s Monotone Chain Algorithm convex hull algorithm added&lt;/li&gt;
&lt;li&gt;Body.IgnoreCCD makes the body ignore CCD even if it is static.&lt;/li&gt;
&lt;li&gt;QuadTree based broad phase algorithm added.
&lt;ul&gt;&lt;li&gt;Default is still Dynamic Tree&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;New arc shape
&lt;ul&gt;&lt;li&gt;use BodyFactory.CreateLineArc() and CreateSolidArc() to create arcs.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Lots and lots of bug fixes&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Breaking changes&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;BodyFactory is now the main factory for creating physics elements&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Known issues&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;LoopShape and closed arc shapes does not work with bodies that have several fixtures attached.&lt;/li&gt;
&lt;li&gt;SliderJoint does not work correctly.&lt;/li&gt;
&lt;li&gt;Racing Car demo from samples does not have WP7 controls.&lt;/li&gt;
&lt;li&gt;VelocityLimitController does not work correctly.&lt;/li&gt;
&lt;li&gt;SeidelDecomposer might give unexpected results on other platforms than XNA.&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Support the project&lt;/h2&gt;If you liked this release and would like to keep this project going. Please consider &lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;amp;business=D5BVVCJEXSLC6&amp;amp;lc=DK&amp;amp;item_name=Farseer%20Physics%20Engine&amp;amp;currency_code=USD&amp;amp;bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted" class="externalLink"&gt;donating to our project.&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Genbox</author><pubDate>Sat, 19 Mar 2011 23:49:41 GMT</pubDate><guid isPermaLink="false">Updated Release: Farseer Physics Engine 3.3 (Mar 19, 2011) 20110319114941P</guid></item><item><title>Updated Release: Farseer Physics Engine 3.3</title><link>http://farseerphysics.codeplex.com/releases/view/58032</link><description>&lt;div class="wikidoc"&gt;- Better hole support&lt;br /&gt;- Fluids&lt;br /&gt;- Silverlight documentation with joints&lt;br /&gt;- More WP7 optimizations&lt;br /&gt;- More work on the consistency of samples across platforms&lt;br /&gt;- Marching squares&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Genbox</author><pubDate>Sat, 05 Feb 2011 19:33:26 GMT</pubDate><guid isPermaLink="false">Updated Release: Farseer Physics Engine 3.3 20110205073326P</guid></item><item><title>Updated Release: Farseer Physics Engine 3.3</title><link>http://farseerphysics.codeplex.com/releases/view/58032</link><description>&lt;div class="wikidoc"&gt;- Better hole support&lt;br /&gt;- Fluids&lt;br /&gt;- Silverlight documentation with joints&lt;br /&gt;- More WP7 optimizations&lt;br /&gt;- More work on the consistency of samples across platforms&lt;br /&gt;- Marching squares&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Genbox</author><pubDate>Sat, 05 Feb 2011 18:39:19 GMT</pubDate><guid isPermaLink="false">Updated Release: Farseer Physics Engine 3.3 20110205063919P</guid></item><item><title>Updated Release: Farseer Physics Engine 3.3</title><link>http://farseerphysics.codeplex.com/releases/view/58032</link><description>&lt;div class="wikidoc"&gt;- Bitmap helper&lt;br /&gt;- Better hole support&lt;br /&gt;- Fluids&lt;br /&gt;- Silverlight documentation with joints&lt;br /&gt;- Missing Box2D changes (polygonshape)&lt;br /&gt;- Implement secondary TTV from Jono&lt;br /&gt;- More WP7 optimizations&lt;br /&gt;- More work on the consistency of samples across platforms&lt;br /&gt;- Marching squares&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Genbox</author><pubDate>Sun, 02 Jan 2011 17:24:18 GMT</pubDate><guid isPermaLink="false">Updated Release: Farseer Physics Engine 3.3 20110102052418P</guid></item><item><title>Updated Release: Farseer Physics Engine 3.3</title><link>http://farseerphysics.codeplex.com/releases/view/58032</link><description>&lt;div class="wikidoc"&gt;- Bitmap helper&lt;br /&gt;- Better hole support&lt;br /&gt;- Fluids&lt;br /&gt;- Silverlight documentation with joints&lt;br /&gt;- Missing Box2D changes (polygonshape)&lt;br /&gt;- Implement secondary TTV from Jono&lt;br /&gt;- More WP7 optimizations&lt;br /&gt;- More work on the consistency of samples across platforms&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Genbox</author><pubDate>Sun, 02 Jan 2011 16:21:28 GMT</pubDate><guid isPermaLink="false">Updated Release: Farseer Physics Engine 3.3 20110102042128P</guid></item><item><title>Updated Release: Farseer Physics Engine 3.3</title><link>http://farseerphysics.codeplex.com/releases/view/58032</link><description>&lt;div class="wikidoc"&gt;- Bitmap helper&lt;br /&gt;- Better hole support&lt;br /&gt;- Fluids&lt;br /&gt;- Silverlight documentation with joints&lt;br /&gt;- Missing Box2D changes (polygonshape)&lt;br /&gt;- Implement secondary TTV from Jono&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Genbox</author><pubDate>Sun, 02 Jan 2011 16:20:26 GMT</pubDate><guid isPermaLink="false">Updated Release: Farseer Physics Engine 3.3 20110102042026P</guid></item><item><title>Updated Release: Farseer Physics Engine 3.2 (Jan 01, 2011)</title><link>http://farseerphysics.codeplex.com/releases/view/55470</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Introduction&lt;/h2&gt;I am pleased to announce our biggest release yet:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Farseer Physics Engine 3.2 - Might contain traces of peanut butter&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;It contains support for about every .NET enabled platform imaginable: Vanilia .NET, Xbox360, Windows Phone 7, Silverlight, WPF, XNA and more. I would like to thank all the contributors for their patches and help on the forums. It is really appreciated and your continued support is what keeps this project running.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://download.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=FarseerPhysics&amp;amp;DownloadId=192827" /&gt;
&lt;h2&gt;New features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;New features in XNA debug view&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Restructured debug panel&lt;/li&gt;
&lt;li&gt;New performance graph&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;New edge collider code
&lt;ul&gt;&lt;li&gt;Brings features like edge adjacency&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;New triangulation algorithms&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Constrained Delaunay triangulation algorithm (From Poly2Tri)&lt;/li&gt;
&lt;li&gt;Seidel triangulation algorithm (From Poly2Tri)&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Added fixed version of the FrictionJoint&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Major updates to the samples&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;They now features a camera that support zooming, rotating and translation.&lt;/li&gt;
&lt;li&gt;New textures that works with the DebugView&lt;/li&gt;
&lt;li&gt;Shows you how easy it is to scale between the MKS system and pixels.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;New option in Settings: UseFPECollisionCategories
&lt;ul&gt;&lt;li&gt;Use the switch to enable FPE or Box2D collision categories behavior&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;New PhysicsLogic framework&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Has an extensive filtering system using collision categories&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Breakable joints
&lt;ul&gt;&lt;li&gt;Set Joint.Breakpoint to a value of your choice.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;New VelocityLimitController&lt;/li&gt;
&lt;li&gt;Use World.TestPoint to check if the specified point is inside any of the fixtures in the world.&lt;/li&gt;
&lt;li&gt;Lock free World
&lt;ul&gt;&lt;li&gt;Add and remove physics objects during callbacks&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Heavy micro-optimizations&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Increased performance with up to 44% on PC and 61% on Xbox360&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;New graphics system in samples framework&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Textured boxes, nice menu system and more.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Lots and lots of bug fixes&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Breaking changes&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;Collision filtering stuff has been moved to Fixture.CollisionFilter&lt;/li&gt;
&lt;li&gt;Adding and removing bodies and joints are no longer instant. Call World.ProcessChanges() to process changes immediately.&lt;/li&gt;
&lt;li&gt;Body.Active is now Body.Enabled.&lt;/li&gt;
&lt;li&gt;BeginContact delegate now expects a boolean return value.&lt;/li&gt;
&lt;li&gt;Join anchors have been refactored. You might get unexpected results depending on the type of joint.&lt;/li&gt;
&lt;li&gt;Removed PolygonShape.Centroid - Use PolygonShape.MassData.Centroid instead&lt;/li&gt;
&lt;li&gt;World.CreateBody() is now World.AddBody(Body). Instanciating new bodies like this: &amp;quot;Body b = new Body(World)&amp;quot; will add it to the world.&lt;/li&gt;
&lt;li&gt;FixtureFactory.CreateEdge() now creates and edge shape instead of a polygon shape with 2 vertices.&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Notes&lt;/h2&gt;&lt;b&gt;Controls for all samples&lt;/b&gt;&lt;br /&gt;Use the mouse to drag things around.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Testbed controls&lt;/b&gt;&lt;br /&gt;I   - Previous test&lt;br /&gt;O - Next test&lt;br /&gt;P  - Pause&lt;br /&gt;R  - Reset&lt;br /&gt;F1 - F8 - Debug controls.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hello World controls&lt;/b&gt;&lt;br /&gt;A - Rotate left&lt;br /&gt;D - Rotate right&lt;br /&gt;
&lt;h2&gt;Known issues&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;Not all samples have the ability to be controlled.&lt;/li&gt;
&lt;li&gt;Hello World sample does not sleep correctly on Xbox360&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Support us&lt;/h2&gt;If you liked this release and would like to keep this project going. Please consider &lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;amp;business=D5BVVCJEXSLC6&amp;amp;lc=DK&amp;amp;item_name=Farseer%20Physics%20Engine&amp;amp;currency_code=USD&amp;amp;bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted" class="externalLink"&gt;donating to our project.&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Genbox</author><pubDate>Sat, 01 Jan 2011 22:18:49 GMT</pubDate><guid isPermaLink="false">Updated Release: Farseer Physics Engine 3.2 (Jan 01, 2011) 20110101101849P</guid></item><item><title>Released: Farseer Physics Engine 3.2 (Jan 01, 2011)</title><link>http://farseerphysics.codeplex.com/releases/view/55470</link><description>
&lt;div class="wikidoc"&gt;
&lt;h2&gt;Introduction&lt;/h2&gt;
I am pleased to announce our biggest release yet:&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Farseer Physics Engine 3.2 - Might contain traces of peanut butter&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
It contains support for about every .NET enabled platform imaginable: Vanilia .NET, Xbox360, Windows Phone 7, Silverlight, WPF, XNA and more. I would like to thank all the contributors for their patches and help on the forums. It is really appreciated and your
 continued support is what keeps this project running.&lt;br&gt;
&lt;br&gt;
&lt;img src="http://download.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=FarseerPhysics&amp;DownloadId=192827"&gt;
&lt;h2&gt;New features&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;New features in XNA debug view&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;Restructured debug panel &lt;/li&gt;&lt;li&gt;New performance graph&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;New edge collider code
&lt;ul&gt;
&lt;li&gt;Brings features like edge adjacency&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;&lt;b&gt;New triangulation algorithms&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;Constrained Delaunay triangulation algorithm (From Poly2Tri) &lt;/li&gt;&lt;li&gt;Seidel triangulation algorithm (From Poly2Tri)&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;Added fixed version of the FrictionJoint &lt;/li&gt;&lt;li&gt;&lt;b&gt;Major updates to the samples&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;They now features a camera that support zooming, rotating and translation. &lt;/li&gt;&lt;li&gt;New textures that works with the DebugView &lt;/li&gt;&lt;li&gt;Shows you how easy it is to scale between the MKS system and pixels.&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;New option in Settings: UseFPECollisionCategories
&lt;ul&gt;
&lt;li&gt;Use the switch to enable FPE or Box2D collision categories behavior&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;&lt;b&gt;New PhysicsLogic framework&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;Has an extensive filtering system using collision categories&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;Breakable joints
&lt;ul&gt;
&lt;li&gt;Set Joint.Breakpoint to a value of your choice.&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;New VelocityLimitController &lt;/li&gt;&lt;li&gt;Use World.TestPoint to check if the specified point is inside any of the fixtures in the world.
&lt;/li&gt;&lt;li&gt;Lock free World
&lt;ul&gt;
&lt;li&gt;Add and remove physics objects during callbacks&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;&lt;b&gt;Heavy micro-optimizations&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;Increased performance with up to 44% on PC and 61% on Xbox360&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;&lt;b&gt;New graphics system in samples framework&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;Textured boxes, nice menu system and more.&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;Lots and lots of bug fixes&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Breaking changes&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Collision filtering stuff has been moved to Fixture.CollisionFilter &lt;/li&gt;&lt;li&gt;Adding and removing bodies and joints are no longer instant. Call World.ProcessChanges() to process changes immediately.
&lt;/li&gt;&lt;li&gt;Body.Active is now Body.Enabled. &lt;/li&gt;&lt;li&gt;BeginContact delegate now expects a boolean return value. &lt;/li&gt;&lt;li&gt;Join anchors have been refactored. You might get unexpected results depending on the type of joint.
&lt;/li&gt;&lt;li&gt;Removed PolygonShape.Centroid - Use PolygonShape.MassData.Centroid instead &lt;/li&gt;&lt;li&gt;World.CreateBody() is now World.AddBody(Body). Instanciating new bodies like this: &amp;quot;Body b = new Body(World)&amp;quot; will add it to the world.
&lt;/li&gt;&lt;li&gt;FixtureFactory.CreateEdge() now creates and edge shape instead of a polygon shape with 2 vertices.&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Notes&lt;/h2&gt;
&lt;b&gt;Controls for all samples&lt;/b&gt;&lt;br&gt;
Use the mouse to drag things around.&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Testbed controls&lt;/b&gt;&lt;br&gt;
I - Previous test&lt;br&gt;
O - Next test&lt;br&gt;
P - Pause&lt;br&gt;
R - Reset&lt;br&gt;
F1 - F8 - Debug controls.&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Hello World controls&lt;/b&gt;&lt;br&gt;
A - Rotate left&lt;br&gt;
D - Rotate right&lt;br&gt;
&lt;h2&gt;Known issues&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Not all samples have the ability to be controlled. &lt;/li&gt;&lt;li&gt;Hello World sample does not sleep correctly on Xbox360&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Support us&lt;/h2&gt;
If you liked this release and would like to keep this project going. Please consider
&lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;business=D5BVVCJEXSLC6&amp;lc=DK&amp;item_name=Farseer%20Physics%20Engine&amp;currency_code=USD&amp;bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted"&gt;
donating to our project.&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
</description><author></author><pubDate>Sat, 01 Jan 2011 22:18:49 GMT</pubDate><guid isPermaLink="false">Released: Farseer Physics Engine 3.2 (Jan 01, 2011) 20110101101849P</guid></item><item><title>Updated Release: Farseer Physics Engine 3.2 (Jan 01, 2011)</title><link>http://farseerphysics.codeplex.com/releases/view/55470</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Introduction&lt;/h2&gt;I am pleased to announce our biggest release yet:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Farseer Physics Engine 3.2 - Might contain traces of peanut butter&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;It contains support for about every .NET enabled platform imaginable: Vanilia .NET, Xbox360, Windows Phone 7, Silverlight, WPF, XNA and more. I would like to thank all the contributors for their patches and help on the forums. It is really appreciated and your continued support is what keeps this project running.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://download.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=FarseerPhysics&amp;amp;DownloadId=192827" /&gt;
&lt;h2&gt;New features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;New features in XNA debug view&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Restructured debug panel&lt;/li&gt;
&lt;li&gt;New performance graph&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;New edge collider code
&lt;ul&gt;&lt;li&gt;Brings features like edge adjacency&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;New triangulation algorithms&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Constrained Delaunay triangulation algorithm (From Poly2Tri)&lt;/li&gt;
&lt;li&gt;Seidel triangulation algorithm (From Poly2Tri)&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Added fixed version of the FrictionJoint&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Major updates to the samples&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;They now features a camera that support zooming, rotating and translation.&lt;/li&gt;
&lt;li&gt;New textures that works with the DebugView&lt;/li&gt;
&lt;li&gt;Shows you how easy it is to scale between the MKS system and pixels.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;New option in Settings: UseFPECollisionCategories
&lt;ul&gt;&lt;li&gt;Use the switch to enable FPE or Box2D collision categories behavior&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;New PhysicsLogic framework&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Has an extensive filtering system using collision categories&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Breakable joints
&lt;ul&gt;&lt;li&gt;Set Joint.Breakpoint to a value of your choice.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;New VelocityLimitController&lt;/li&gt;
&lt;li&gt;Use World.TestPoint to check if the specified point is inside any of the fixtures in the world.&lt;/li&gt;
&lt;li&gt;Lock free World
&lt;ul&gt;&lt;li&gt;Add and remove physics objects during callbacks&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Heavy micro-optimizations&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Increased performance with up to 44% on PC and 61% on Xbox360&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;New graphics system in samples framework&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Textured boxes, nice menu system and more.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Lots and lots of bug fixes&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Breaking changes&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;Collision filtering stuff has been moved to Fixture.CollisionFilter&lt;/li&gt;
&lt;li&gt;Adding and removing bodies and joints are no longer instant. Call World.ProcessChanges() to process changes immediately.&lt;/li&gt;
&lt;li&gt;Body.Active is now Body.Enabled.&lt;/li&gt;
&lt;li&gt;BeginContact delegate now expects a boolean return value.&lt;/li&gt;
&lt;li&gt;Join anchors have been refactored. You might get unexpected results depending on the type of joint.&lt;/li&gt;
&lt;li&gt;Removed PolygonShape.Centroid - Use PolygonShape.MassData.Centroid instead&lt;/li&gt;
&lt;li&gt;World.CreateBody() is now World.AddBody(Body). Instanciating new bodies like this: &amp;quot;Body b = new Body(World)&amp;quot; will add it to the world.&lt;/li&gt;
&lt;li&gt;FixtureFactory.CreateEdge() now creates and edge shape instead of a polygon shape with 2 vertices.&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Notes&lt;/h2&gt;&lt;b&gt;Testbed controls&lt;/b&gt;&lt;br /&gt;I   - Previous test&lt;br /&gt;O - Next test&lt;br /&gt;P  - Pause&lt;br /&gt;R  - Reset&lt;br /&gt;F1 - F8 - Debug controls.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hello World controls&lt;/b&gt;&lt;br /&gt;A - Rotate left&lt;br /&gt;D - Rotate right&lt;br /&gt;
&lt;h2&gt;Known issues&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;Not all samples have the ability to be controlled.&lt;/li&gt;
&lt;li&gt;Hello World sample does not sleep correctly on Xbox360&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Support us&lt;/h2&gt;If you liked this release and would like to keep this project going. Please consider &lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;amp;business=D5BVVCJEXSLC6&amp;amp;lc=DK&amp;amp;item_name=Farseer%20Physics%20Engine&amp;amp;currency_code=USD&amp;amp;bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted" class="externalLink"&gt;donating to our project.&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Genbox</author><pubDate>Sat, 01 Jan 2011 22:16:50 GMT</pubDate><guid isPermaLink="false">Updated Release: Farseer Physics Engine 3.2 (Jan 01, 2011) 20110101101650P</guid></item><item><title>Updated Release: Farseer Physics Engine 3.2 (Jan 01, 2011)</title><link>http://farseerphysics.codeplex.com/releases/view/55470</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Introduction&lt;/h2&gt;I am pleased to announce our biggest release yet:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Farseer Physics Engine 3.2 - Might contain traces of peanut butter&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;It contains support for about every .NET enabled platform imaginable: Vanilia .NET, Xbox360, Windows Phone 7, Silverlight, WPF and XNA. I would like to thank all the contributors for their patches and help on the forums. It is really appreciated and your continued support is what keeps this project running.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://download.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=FarseerPhysics&amp;amp;DownloadId=192827" /&gt;
&lt;h2&gt;New features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;New features in XNA debug view&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Restructured debug panel&lt;/li&gt;
&lt;li&gt;New performance graph&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;New edge collider code
&lt;ul&gt;&lt;li&gt;Brings features like edge adjacency&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;New triangulation algorithms&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Constrained Delaunay triangulation algorithm (From Poly2Tri)&lt;/li&gt;
&lt;li&gt;Seidel triangulation algorithm (From Poly2Tri)&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Added fixed version of the FrictionJoint&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Major updates to the samples&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;They now features a camera that support zooming, rotating and translation.&lt;/li&gt;
&lt;li&gt;New textures that works with the DebugView&lt;/li&gt;
&lt;li&gt;Shows you how easy it is to scale between the MKS system and pixels.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;New option in Settings: UseFPECollisionCategories
&lt;ul&gt;&lt;li&gt;Use the switch to enable FPE or Box2D collision categories behavior&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;New PhysicsLogic framework&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Has an extensive filtering system using collision categories&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Breakable joints
&lt;ul&gt;&lt;li&gt;Set Joint.Breakpoint to a value of your choice.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;New VelocityLimitController&lt;/li&gt;
&lt;li&gt;Use World.TestPoint to check if the specified point is inside any of the fixtures in the world.&lt;/li&gt;
&lt;li&gt;Lock free World
&lt;ul&gt;&lt;li&gt;Add and remove physics objects during callbacks&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Heavy micro-optimizations&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Increased performance with up to 44% on PC and 61% on Xbox360&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;New graphics system in samples framework&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Textured boxes, nice menu system and more.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Lots and lots of bug fixes&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Breaking changes&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;Collision filtering stuff has been moved to Fixture.CollisionFilter&lt;/li&gt;
&lt;li&gt;Adding and removing bodies and joints are no longer instant. Call World.ProcessChanges() to process changes immediately.&lt;/li&gt;
&lt;li&gt;Body.Active is now Body.Enabled.&lt;/li&gt;
&lt;li&gt;BeginContact delegate now expects a boolean return value.&lt;/li&gt;
&lt;li&gt;Join anchors have been refactored. You might get unexpected results depending on the type of joint.&lt;/li&gt;
&lt;li&gt;Removed PolygonShape.Centroid - Use PolygonShape.MassData.Centroid instead&lt;/li&gt;
&lt;li&gt;World.CreateBody() is now World.AddBody(Body). Instanciating new bodies like this: &amp;quot;Body b = new Body(World)&amp;quot; will add it to the world.&lt;/li&gt;
&lt;li&gt;FixtureFactory.CreateEdge() now creates and edge shape instead of a polygon shape with 2 vertices.&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Notes&lt;/h2&gt;&lt;b&gt;Testbed controls&lt;/b&gt;&lt;br /&gt;I   - Previous test&lt;br /&gt;O - Next test&lt;br /&gt;P  - Pause&lt;br /&gt;R  - Reset&lt;br /&gt;F1 - F8 - Debug controls.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hello World controls&lt;/b&gt;&lt;br /&gt;A - Rotate left&lt;br /&gt;D - Rotate right&lt;br /&gt;
&lt;h2&gt;Known issues&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;Not all samples have the ability to be controlled.&lt;/li&gt;
&lt;li&gt;Hello World sample does not sleep correctly on Xbox360&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Support us&lt;/h2&gt;If you liked this release and would like to keep this project going. Please consider &lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;amp;business=D5BVVCJEXSLC6&amp;amp;lc=DK&amp;amp;item_name=Farseer%20Physics%20Engine&amp;amp;currency_code=USD&amp;amp;bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted" class="externalLink"&gt;donating to our project.&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Genbox</author><pubDate>Sat, 01 Jan 2011 21:56:51 GMT</pubDate><guid isPermaLink="false">Updated Release: Farseer Physics Engine 3.2 (Jan 01, 2011) 20110101095651P</guid></item><item><title>Released: Farseer Physics Engine 3.2 (Jan 01, 2011)</title><link>http://farseerphysics.codeplex.com/releases/view/55470</link><description>
&lt;div class="wikidoc"&gt;
&lt;h2&gt;Introduction&lt;/h2&gt;
I am pleased to announce our biggest release yet:&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Farseer Physics Engine 3.2 - Might contain traces of peanut butter&lt;/b&gt;&lt;br&gt;
&lt;br&gt;
It contains support for about every .NET enabled platform imaginable: Vanilia .NET, Xbox360, Windows Phone 7, Silverlight, WPF and XNA. I would like to thank all the contributors for their patches and help on the forums. It is really appreciated and your continued
 support is what keeps this project running.&lt;br&gt;
&lt;br&gt;
&lt;img src="http://download.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=FarseerPhysics&amp;DownloadId=192827"&gt;
&lt;h2&gt;New features&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;New features in XNA debug view&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;Restructured debug panel &lt;/li&gt;&lt;li&gt;New performance graph&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;New edge collider code
&lt;ul&gt;
&lt;li&gt;Brings features like edge adjacency&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;&lt;b&gt;New triangulation algorithms&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;Constrained Delaunay triangulation algorithm (From Poly2Tri) &lt;/li&gt;&lt;li&gt;Seidel triangulation algorithm (From Poly2Tri)&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;Added fixed version of the FrictionJoint &lt;/li&gt;&lt;li&gt;&lt;b&gt;Major updates to the samples&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;They now features a camera that support zooming, rotating and translation. &lt;/li&gt;&lt;li&gt;New textures that works with the DebugView &lt;/li&gt;&lt;li&gt;Shows you how easy it is to scale between the MKS system and pixels.&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;New option in Settings: UseFPECollisionCategories
&lt;ul&gt;
&lt;li&gt;Use the switch to enable FPE or Box2D collision categories behavior&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;&lt;b&gt;New PhysicsLogic framework&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;Has an extensive filtering system using collision categories&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;Breakable joints
&lt;ul&gt;
&lt;li&gt;Set Joint.Breakpoint to a value of your choice.&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;New VelocityLimitController &lt;/li&gt;&lt;li&gt;Use World.TestPoint to check if the specified point is inside any of the fixtures in the world.
&lt;/li&gt;&lt;li&gt;Lock free World
&lt;ul&gt;
&lt;li&gt;Add and remove physics objects during callbacks&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;&lt;b&gt;Heavy micro-optimizations&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;Increased performance with up to 44% on PC and 61% on Xbox360&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;&lt;b&gt;New graphics system in samples framework&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;Textured boxes, nice menu system and more.&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;Lots and lots of bug fixes&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Breaking changes&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Collision filtering stuff has been moved to Fixture.CollisionFilter &lt;/li&gt;&lt;li&gt;Adding and removing bodies and joints are no longer instant. Call World.ProcessChanges() to process changes immediately.
&lt;/li&gt;&lt;li&gt;Body.Active is now Body.Enabled. &lt;/li&gt;&lt;li&gt;BeginContact delegate now expects a boolean return value. &lt;/li&gt;&lt;li&gt;Join anchors have been refactored. You might get unexpected results depending on the type of joint.
&lt;/li&gt;&lt;li&gt;Removed PolygonShape.Centroid - Use PolygonShape.MassData.Centroid instead &lt;/li&gt;&lt;li&gt;World.CreateBody() is now World.AddBody(Body). Instanciating new bodies like this: &amp;quot;Body b = new Body(World)&amp;quot; will add it to the world.
&lt;/li&gt;&lt;li&gt;FixtureFactory.CreateEdge() now creates and edge shape instead of a polygon shape with 2 vertices.&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Notes&lt;/h2&gt;
&lt;b&gt;Testbed controls&lt;/b&gt;&lt;br&gt;
I - Previous test&lt;br&gt;
O - Next test&lt;br&gt;
P - Pause&lt;br&gt;
R - Reset&lt;br&gt;
F1 - F8 - Debug controls.&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Hello World controls&lt;/b&gt;&lt;br&gt;
A - Rotate left&lt;br&gt;
D - Rotate right&lt;br&gt;
&lt;h2&gt;Known issues&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Not all samples have the ability to be controlled. &lt;/li&gt;&lt;li&gt;Hello World sample does not sleep correctly on Xbox360&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Support us&lt;/h2&gt;
If you liked this release and would like to keep this project going. Please consider
&lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;business=D5BVVCJEXSLC6&amp;lc=DK&amp;item_name=Farseer%20Physics%20Engine&amp;currency_code=USD&amp;bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted"&gt;
donating to our project.&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
</description><author></author><pubDate>Sat, 01 Jan 2011 21:56:51 GMT</pubDate><guid isPermaLink="false">Released: Farseer Physics Engine 3.2 (Jan 01, 2011) 20110101095651P</guid></item><item><title>Updated Release: Farseer Physics Engine 3.2 (Jan 01, 2011)</title><link>http://farseerphysics.codeplex.com/releases/view/55470</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Introduction&lt;/h2&gt;I am pleased to announce our biggest release yet:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Farseer Physics Engine 3.2 - Might contain traces of peanut butter&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;It contains support for about every .NET enabled platform imaginable: Vanilia .NET, Xbox360, Windows Phone 7, Silverlight, WPF and XNA. I would like to thank all the contributors for their patches and help on the forums. It is really appreciated and your continued support is what keeps this project running.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://download.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=FarseerPhysics&amp;amp;DownloadId=192827" /&gt;
&lt;h2&gt;New features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;New features in XNA debug view&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Restructured debug panel&lt;/li&gt;
&lt;li&gt;New performance graph&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;New edge collider code
&lt;ul&gt;&lt;li&gt;Brings features like edge adjacency&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;New triangulation algorithms&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Constrained Delaunay triangulation algorithm (From Poly2Tri)&lt;/li&gt;
&lt;li&gt;Seidel triangulation algorithm (From Poly2Tri)&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Added fixed version of the FrictionJoint&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Major updates to the samples&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;They now features a camera that support zooming, rotating and translation.&lt;/li&gt;
&lt;li&gt;New textures that works with the DebugView&lt;/li&gt;
&lt;li&gt;Shows you how easy it is to scale between the MKS system and pixels.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;New option in Settings: UseFPECollisionCategories
&lt;ul&gt;&lt;li&gt;Use the switch to enable FPE or Box2D collision categories behavior&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;New PhysicsLogic framework&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Has an extensive filtering system using collision categories&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Breakable joints
&lt;ul&gt;&lt;li&gt;Set Joint.Breakpoint to a value of your choice.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;New VelocityLimitController&lt;/li&gt;
&lt;li&gt;Use World.TestPoint to check if the specified point is inside any of the fixtures in the world.&lt;/li&gt;
&lt;li&gt;Lock free World
&lt;ul&gt;&lt;li&gt;Add and remove physics objects during callbacks&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Heavy micro-optimizations&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Increased performance with up to 44% on PC and 61% on Xbox360&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;New graphics system in samples framework&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Textured boxes, nice menu system and more.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Lots and lots of bug fixes&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Breaking changes&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;Collision filtering stuff has been moved to Fixture.CollisionFilter&lt;/li&gt;
&lt;li&gt;Adding and removing bodies and joints are no longer instant. Call World.ProcessChanges() to process changes immediately.&lt;/li&gt;
&lt;li&gt;Body.Active is now Body.Enabled.&lt;/li&gt;
&lt;li&gt;BeginContact delegate now expects a boolean return value.&lt;/li&gt;
&lt;li&gt;Join anchors have been refactored. You might get unexpected results depending on the type of joint.&lt;/li&gt;
&lt;li&gt;Removed PolygonShape.Centroid - Use PolygonShape.MassData.Centroid instead&lt;/li&gt;
&lt;li&gt;World.CreateBody() is now World.AddBody(Body). Instanciating new bodies like this: &amp;quot;Body b = new Body(World)&amp;quot; will add it to the world.&lt;/li&gt;
&lt;li&gt;FixtureFactory.CreateEdge() now creates and edge shape instead of a polygon shape with 2 vertices.&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Notes&lt;/h2&gt;&lt;b&gt;Testbed controls&lt;/b&gt;&lt;br /&gt;I   - Previous test&lt;br /&gt;O - Next test&lt;br /&gt;P  - Pause&lt;br /&gt;R  - Reset&lt;br /&gt;F1 - F8 - Debug controls.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hello World controls&lt;/b&gt;&lt;br /&gt;A - Rotate left&lt;br /&gt;D - Rotate right&lt;br /&gt;
&lt;h2&gt;Known issues&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;Not all samples have the ability to be controlled.&lt;/li&gt;
&lt;li&gt;Hello World sample does not sleep correctly on Xbox360&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Support us&lt;/h2&gt;If you liked this release and would like to keep this project going. Please consider &lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;amp;business=D5BVVCJEXSLC6&amp;amp;lc=DK&amp;amp;item_name=Farseer%20Physics%20Engine&amp;amp;currency_code=USD&amp;amp;bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted" class="externalLink"&gt;donating to our project&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Genbox</author><pubDate>Sat, 01 Jan 2011 21:55:53 GMT</pubDate><guid isPermaLink="false">Updated Release: Farseer Physics Engine 3.2 (Jan 01, 2011) 20110101095553P</guid></item><item><title>Updated Release: Farseer Physics Engine 3.3</title><link>http://farseerphysics.codeplex.com/releases/view/58032</link><description>&lt;div class="wikidoc"&gt;- Bitmap helper&lt;br /&gt;- Fluids&lt;br /&gt;- Silverlight documentation with joints&lt;br /&gt;- Missing Box2D changes (polygonshape)&lt;br /&gt;- Implement secondary TTV from Jono&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Genbox</author><pubDate>Sat, 01 Jan 2011 19:55:59 GMT</pubDate><guid isPermaLink="false">Updated Release: Farseer Physics Engine 3.3 20110101075559P</guid></item><item><title>Updated Release: Farseer Physics Engine 3.1 (Nov 12, 2010)</title><link>http://farseerphysics.codeplex.com/releases/view/51080</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Donations&lt;/h2&gt;If you like this release and would like to keep Farseer Physics Engine running, please consider a small &lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;amp;business=D5BVVCJEXSLC6&amp;amp;lc=DK&amp;amp;item_name=Farseer%20Physics%20Engine&amp;amp;currency_code=USD&amp;amp;bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted" class="externalLink"&gt;donation&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;.&lt;br /&gt;
&lt;h2&gt;What&amp;#39;s new?&lt;/h2&gt;We bring a lot of new features in Farseer Physics Engine 3.1. Just to name a few:
&lt;ul&gt;&lt;li&gt;&lt;b&gt;New Box2D core&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Rope joint added&lt;/li&gt;
&lt;li&gt;More stable CCD algorithm&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;YuPeng clipper&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;Explosives logic&lt;/li&gt;
&lt;li&gt;New Constrained Delaunay Triangulation algorithm from the &lt;a href="http://code.google.com/p/poly2tri/" class="externalLink"&gt;Poly2Tri&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; project.&lt;/li&gt;
&lt;li&gt;New &lt;a href="http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml" class="externalLink"&gt;Flipcode&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; triangulation algorithm.&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Silverlight 4 samples&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;Silverlight 4 debug view&lt;/li&gt;
&lt;li&gt;XNA 4.0 release&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Performance improvements&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Reduced garbage generation&lt;/li&gt;
&lt;li&gt;Introduced caching of shape properties&lt;/li&gt;
&lt;li&gt;Micro-optimizations here and there.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Lots and lots of &lt;a href="http://farseerphysics.codeplex.com/workitem/list/basic?field=CreationDate&amp;amp;direction=Descending&amp;amp;issuesToDisplay=All&amp;amp;keywords=&amp;amp;emailSubscribedItemsOnly=false" class="externalLink"&gt;bugfixes&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;All contributions have been noted on our &lt;a href="http://farseerphysics.codeplex.com/wikipage?title=Acknowledgments"&gt;acknowledgments page&lt;/a&gt;. A big thanks to all of those who helped me with this release!&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Genbox</author><pubDate>Fri, 12 Nov 2010 18:55:12 GMT</pubDate><guid isPermaLink="false">Updated Release: Farseer Physics Engine 3.1 (Nov 12, 2010) 20101112065512P</guid></item><item><title>Released: Farseer Physics Engine 3.1 (Nov 12, 2010)</title><link>http://farseerphysics.codeplex.com/releases/view/51080</link><description>
&lt;div class="wikidoc"&gt;
&lt;h2&gt;Donations&lt;/h2&gt;
If you like this release and would like to keep Farseer Physics Engine running, please consider a small
&lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&amp;business=D5BVVCJEXSLC6&amp;lc=DK&amp;item_name=Farseer%20Physics%20Engine&amp;currency_code=USD&amp;bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted"&gt;
donation&lt;span&gt;&lt;/span&gt;&lt;/a&gt;.&lt;br&gt;
&lt;h2&gt;What&amp;#39;s new?&lt;/h2&gt;
We bring a lot of new features in Farseer Physics Engine 3.1. Just to name a few:
&lt;ul&gt;
&lt;li&gt;&lt;b&gt;New Box2D core&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;Rope joint added &lt;/li&gt;&lt;li&gt;More stable CCD algorithm&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;&lt;b&gt;YuPeng clipper&lt;/b&gt; &lt;/li&gt;&lt;li&gt;Explosives logic &lt;/li&gt;&lt;li&gt;New Constrained Delaunay Triangulation algorithm from the &lt;a href="http://code.google.com/p/poly2tri/"&gt;
Poly2Tri&lt;span&gt;&lt;/span&gt;&lt;/a&gt; project. &lt;/li&gt;&lt;li&gt;New &lt;a href="http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml"&gt;
Flipcode&lt;span&gt;&lt;/span&gt;&lt;/a&gt; triangulation algorithm. &lt;/li&gt;&lt;li&gt;&lt;b&gt;Silverlight 4 samples&lt;/b&gt; &lt;/li&gt;&lt;li&gt;Silverlight 4 debug view &lt;/li&gt;&lt;li&gt;XNA 4.0 release &lt;/li&gt;&lt;li&gt;&lt;b&gt;Performance improvements&lt;/b&gt;
&lt;ul&gt;
&lt;li&gt;Reduced garbage generation &lt;/li&gt;&lt;li&gt;Introduced caching of shape properties &lt;/li&gt;&lt;li&gt;Micro-optimizations here and there.&lt;/li&gt;&lt;/ul&gt;
&lt;/li&gt;&lt;li&gt;Lots and lots of &lt;a href="http://farseerphysics.codeplex.com/workitem/list/basic?field=CreationDate&amp;direction=Descending&amp;issuesToDisplay=All&amp;keywords=&amp;emailSubscribedItemsOnly=false"&gt;
bugfixes&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;br&gt;
All contributions have been noted on our &lt;a href="http://farseerphysics.codeplex.com/wikipage?title=Acknowledgments"&gt;
acknowledgments page&lt;/a&gt;. A big thanks to all of those who helped me with this release!&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
</description><author></author><pubDate>Fri, 12 Nov 2010 18:55:12 GMT</pubDate><guid isPermaLink="false">Released: Farseer Physics Engine 3.1 (Nov 12, 2010) 20101112065512P</guid></item></channel></rss>