i have a problem in contact class
when a collision Occur i change a body type from kinematic to dynamic and this change cause a null problem. i add a line in contact to resolve this but i dont now ...
Id #35013 | Release:
| Updated: Mar 3 at 5:38 PM by sajjadgame | Created: Mar 3 at 5:38 PM by sajjadgame
I think it's reasonable to expect a user to want to disable a body in the collision event handler. Previously I was removing all unused bodies from the world but I read in these forums it was bette...
Id #34949 | Release:
| Updated: Feb 1 at 4:56 PM by Aranda | Created: Feb 1 at 4:56 PM by Aranda
Hello I am just testing Farseer Physics and I have encountered a weird behavior I have got a timer which calls the Update method which then calls the world.Update method. But when I try to add a bo...
Id #34875 | Release:
| Updated: Jan 10 at 3:47 PM by Vlatom | Created: Jan 10 at 3:42 PM by Vlatom
When I call DeepClone on a Body, I'm expecting to see the OnCollisionEventHandler (as well as for separation) copied in the clone process, but they are not.
In addition, any body copied in this wa...
Id #34725 | Release:
| Updated: Dec 8, 2013 at 10:00 PM by danielcrenna | Created: Dec 8, 2013 at 10:00 PM by danielcrenna
I've run into a bit of unexpected behavior when using Body.DestroyFixture(). For this particular instance, I'm calculating my own mass and inertia for my body, rather than letting the engine autoca...
Id #34560 | Release:
| Updated: Oct 15, 2013 at 12:15 AM by RayBatts | Created: Oct 15, 2013 at 12:00 AM by RayBatts
I'm curious how collisions (and possibly restitution) have changed in Farseer Physics 3.5. I tried switching to 3.5 in my XNA project (upgrading from an unmodified 3.3.1), and the collision physics...
Id #34553 | Release:
Farseer Physics Engine 3.5
| Updated: Feb 25 at 3:19 PM by theremin | Created: Oct 12, 2013 at 4:09 PM by genbox
Project demonstrating the bug.
I found a bug caused by spawning two circle bodies at (0, 0). I attached an example project that demonstrates the problem. The culprit is in ContactSolv...
Id #34552 | Release:
Farseer Physics Engine 3.5
| Updated: Mar 5 at 11:38 AM by sajjadgame | Created: Oct 12, 2013 at 4:08 PM by genbox
In Common/Vector2 there is a method Normalize, which is not handling dividing by zero. It cause troubles like Nan positions, Nan linear velocities when two bodies are spawned at the same po...
Id #34462 | Release:
| Updated: Mar 5 at 11:32 AM by sajjadgame | Created: Sep 13, 2013 at 3:28 AM by DamonWall
BayazitDecomposer and EarclipDecomposer as public classes instead of internal.
Used in some examples etc. for creating Texture from vertices.
Id #34443 | Release:
| Updated: Sep 22, 2013 at 7:09 AM by RaymondEllis | Created: Sep 5, 2013 at 7:00 PM by cougario
This code throws an exception under certain circumstances;
foreach (QuadTree<T> st in qt.SubTrees)
because qt isn't part...
Id #34430 | Release:
| Updated: Sep 1, 2013 at 8:12 AM by mfagerlund | Created: Sep 1, 2013 at 8:12 AM by mfagerlund