Farseer Engine - Texture To Static Polygon = Center of mass bug

Hi ! I am new to Farseer Engine used with MonoGame so I decided to do some test with the API to see the results and learn. If I understand, in Farseer the Position property of a Body object is loc...

Id #43340 | Release: None | Updated: Mon at 8:10 PM by marcantoinejacob | Created: Mon at 8:10 PM by marcantoinejacob

Xml serialization problems

When I add Physics World to my gameplay screen class, xml can not deserialize the gameplayScreen.xml file and that really bugs me out. But as soon as I remove the physics world everything is OK aga...

Id #43227 | Release: None | Updated: Aug 26, 2015 at 9:10 PM by SamTheT | Created: Aug 24, 2015 at 8:05 AM by SamTheT

Add UserData property to 'World'.

Add World.UserData property, same as Body.UserData. Also, consider rename those to .Tag as it is common to C# projects.

Id #35773 | Release: None | Updated: Dec 25, 2015 at 10:46 AM by Domort | Created: Dec 28, 2014 at 3:02 PM by nkast

Default Constructor for Body

Provide default constructor for Body. It's necessary for serialization, reusing objects, etc. This will enable to create a body and add it manually to a World. The constructor that takes a world...

Id #35647 | Release: None | Updated: Apr 28, 2015 at 8:30 PM by icefoxen | Created: Oct 28, 2014 at 9:05 PM by nkast

SubdivideEvenly: bug?

Hi! Calling EvenlyDistributeShapesAlongPath with "copies" always returns me a path with one copy less than the specified number. Also, the path is not created between the two specified points in ...

Id #35260 | Release: None | Updated: May 29, 2014 at 12:44 PM by KakCAT | Created: May 29, 2014 at 12:44 PM by KakCAT

Problem in Contact

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: None | Updated: Mar 3, 2014 at 6:38 PM by sajjadgame | Created: Mar 3, 2014 at 6:38 PM by sajjadgame

Allow setting Body.Enabled to false in OnCollisionEventHandler for that body

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: None | Updated: Feb 1, 2014 at 5:56 PM by Aranda | Created: Feb 1, 2014 at 5:56 PM by Aranda

body.DeepClone does not copy event listeners or assign an ID when graduating from bodyAdded

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: None | Updated: Dec 8, 2013 at 11:00 PM by danielcrenna | Created: Dec 8, 2013 at 11:00 PM by danielcrenna

ResetMassData in DestroyFixture()

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: None | Updated: Oct 15, 2013 at 1:15 AM by RayBatts | Created: Oct 15, 2013 at 1:00 AM by RayBatts

Collisions in 3.5

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: Nov 2, 2014 at 9:45 PM by Fetze | Created: Oct 12, 2013 at 5:09 PM by genbox