So yeah, the typical physics issues. This advanced control help wasn't in the original TestBed of Farseer Physics. On a different note - the current version of VelcroPhysics Farseer continuation project offers a monogame version, too, right? In my case because the solution requires VS, which I don't feel like installing for a single solution. Thanks for pointing that out.
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Its easier to have one working solution than switching the machines all the time, hehe All this happend in a time where the Codeplex site announced his shuttingdown, which, I think, was kind of a reason for continueing the work on the farseer physics engine on github using the new name VelcroPhysics.
On a different note - the current version of VelcroPhysics Farseer continuation project offers a monogame version, too, right?
All this happend in a time where the Codeplex fqrseer announced his shuttingdown, which, I think, was kind of a reason for continueing the work on the farseer physics engine on github using the new name VelcroPhysics. And so far I didn't take a deeper look into this repo. This advanced control help wasn't in the original TestBed of Farseer Physics. Why not just use the current one? I just forgot to update this changes in the draw string. The old farseer physics engine including the TestBed was not running in Visual Studio and I think it wasnt' runing in the version phywics.
I decided to put that in, because it would be difficult to control the samples without taking a look into the code and find everything out by yourself. I didn't realised that the velcro physics repo contained the original testbed. Thanks for pointing that out. I've downloaded and tried it out, I haven't worked with Farweer before and it's pretty impressive how powerful it is.
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Regardless, thank you for porting this amazing library of samples. It's good that this project now continues as "Velcro Physics". You mean that the velcro physics solution requires visual studio ?
This was the original reason for me to port this project.
Thanks for your input and trying things out. Then my repo is at least useful for people with just visual studio installed like mehehe. It's weird to think that Farseer is super old, but I cannot run the "Tumbler" for example without the program coming to a physic with complete loss of input.
The controls string should now show the correct keys for the destructible terrain sample. In my case because the solution requires VS, which I don't feel like installing for a single solution.
Regardless, thank you for porting this amazing library of samples On a different note - the current version of VelcroPhysics Farseer continuation project offers a monogame version, too, right?
So yeah, the typical physics issues. Regardless this really makes me wanna do small physics games. So, yeah, if you want to be up to date with the physics engine you should use the Velcro Physics Engine or at least if you want to help developing it further, you should place your commits there My repo will just be useful for people like in my situation I think.
Yes the farseer physics engine is an old library and it needs further work to be faster in some cases, like in the tumbler sample. Its easier to have one working solution than switching the machines all the time, hehe.
Farseer Physics Engine + TestBed Port to MonoGame - Community | MonoGame
I wonder if the performance can be engnie, however. I'm on different projects farserr using the old farseer physics engine and thought it would be nice to have the TestBed portet so I can learn from its samples on my new Windows 10 machine with visual studio It's nothing big but maybe this is helpful for someone who is struggeling with it.
I might take the time and change the physics update to run as async code or on a synced different thread, since I think that's useful for anyone making a game.
It's nothing big but maybe this is helpful for someone who is struggeling with it Cheers. I made a quick hotfix.
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