I created my own RagDoll in FarseerPhysics Physical world. Unfortunately, ragdoll is shaking if lying, has stretched arms and frame period is between <1/80; 1/400>. Surprisingly if motorsp...
Id #35363 | Release:
| Updated: Jul 9 at 12:59 PM by JerryM | Created: Jul 9 at 12:59 PM by JerryM
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:
| Updated: May 29 at 11:44 AM by KakCAT | Created: May 29 at 11:44 AM by KakCAT
Farseers coordinate system appears to rotate objects counterclockwise when a POSITIVE rotation is applied to them. This is counter-intuitive and also counter to XNA standard.
Id #35251 | Release:
| Updated: Jul 5 at 5:17 PM by evinism | Created: May 26 at 6:04 AM by jamesford42
Creating a body using BodyFactory.CreateCircle and giving a userData sets the UserData of the Fixture to the given value and doesn't change the Body's UserData.
Id #35092 | Release:
| Updated: Jul 11 at 9:58 PM by Mephistofeles | Created: Mar 31 at 5:43 PM by BarWeiss
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: Jul 12 at 7:36 AM by gluip | Created: Oct 12, 2013 at 4:09 PM by genbox