Farseer Physics Engine 3.5

Rating:        Based on 3 ratings
Reviewed:  2 reviews
Downloads: 10072
Change Set: 103774
Released: Aug 26, 2013
Updated: Aug 26, 2013 by genbox
Dev status: Stable Help Icon

Recommended Download

Source Code Farseer Physics Engine 3.5 Samples
source code, 674K, uploaded Aug 26, 2013 - 6062 downloads

Other Available Downloads

Source Code Farseer Physics Engine 3.5
source code, 322K, uploaded Aug 26, 2013 - 2026 downloads
Source Code Farseer Physics Engine 3.5 HelloWorld
source code, 393K, uploaded Aug 26, 2013 - 1244 downloads
Source Code Farseer Physics Engine 3.5 Testbed
source code, 537K, uploaded Aug 26, 2013 - 740 downloads

Release Notes

Farseer Physics Engine 3.5 - Mars is not that far away

FPE 3.5 is a major release that implements the latest tools, bugfixes and speed improvements. Note that all the packages contain project files for both XNA, Xbox360, Windows Phone 7 and MonoGames

Support the project

If you liked this release and would like to keep this project going. Please consider donating.

New features

  • Huge speed improvement when added a lot of bodies
  • Support for MonoGame
  • New MotorJoint for car suspension
  • Fixed a bug where OnSeparation was not always called
  • Less garbage generated from DebugView
  • More cache-coherent joints
  • Fixed bug in YuPengClipper when two polygons completely overlapped
  • The engine should now be thread safe.
  • Arc shapes now use a single body
  • Added LoopShape, a fully closed set of edge shapes with smooth collision
  • Better serialization support (now with support for joints)
  • Cloning objects have been fixed
  • Introduced AllCollisionCallbacksAgree and SkipSanityChecks to Settings
  • Much, much more...

Notes on upgrading

The engine is not backwards compatible. If your current version works fine, I would suggest you keep it. A few of the changes that breaks backwards compatibility:
  • Triangulation algorithms are now encapsulated inside the new Triangulate class. This is to ensure high performance by omitting checks that are not necessary for different algorithms.
  • All joints now work in local coordinates. Use the "UseWorldCoordinates" overload and set it to true, to use world coordinates instead.
  • Fixed joints have been removed, as they had issues calculating the correct position and velocity in some rare situations.

Known issues

  • None so far

Reviews for this release

     
One of the best additions to MonoGame ever! :) Good work!
by panthernet on Oct 27, 2013 at 3:28 PM
     
Complete and useful
by ShadowPlay0 on Sep 24, 2013 at 1:36 PM