Is this engine still being maintained?
I am developing a game that works on .net core which will be using farseer. I will be working on adding support of farseer to run on .net core once .NET Core...
Id #43378 | Release:
| Updated: Mar 26 at 6:45 PM by Xanather | Created: Mar 26 at 6:45 PM by Xanather
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:
| Updated: Feb 1 at 7:10 PM by marcantoinejacob | Created: Feb 1 at 7:10 PM by marcantoinejacob
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:
| Updated: Aug 26, 2015 at 8:10 PM by SamTheT | Created: Aug 24, 2015 at 7:05 AM by SamTheT
Add World.UserData property, same as Body.UserData.
Also, consider rename those to .Tag as it is common to C# projects.
Id #35773 | Release:
| Updated: Dec 25, 2015 at 9:46 AM by Domort | Created: Dec 28, 2014 at 2:02 PM by nkast
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:
| Updated: Apr 28, 2015 at 7:30 PM by icefoxen | Created: Oct 28, 2014 at 8:05 PM by nkast
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, 2014 at 11:44 AM by KakCAT | Created: May 29, 2014 at 11:44 AM by KakCAT
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, 2014 at 5:38 PM by sajjadgame | Created: Mar 3, 2014 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, 2014 at 4:56 PM by Aranda | Created: Feb 1, 2014 at 4:56 PM by Aranda
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