Farseer Physics Engine -- 2D Physics For XNA
by Jonathon Stevens · in Torque X 2D · 01/06/2007 (12:05 pm) · 8 replies
www.codeplex.com/FarseerPhysics
Anyone took a shot at implementing this and comparing it to what is currently in TXE?

Quote:The Farseer Physics Engine is an easy to use 2D physics engine designed specifically for Microsoft's XNA platform. The Farseer Physics Engine focuses on simplicity, useful features, and enabling the creation of fun, dynamic games.
The Features
Easy to use developer interface.
Rigid-Body dynamics (forces, impulses, moment of inertia, etc...)
Polygon - polygon collision detection. (convex and non-convex)
100% impulse based collision response.
Joints (currently revolute joint, more to come)
Springs and Angular Springs
Anyone took a shot at implementing this and comparing it to what is currently in TXE?

About the author
With a few casual games under his belt as CEO of Last Straw Productions, Jonathon created the increasingly popular Indie MMO Game Developers Conference.
#2
@Jeff - Let's hook up on integrating this with TXE.
yahoo (preferred) - dishmal
MSN - dishmal@yahoo.com
AIM - excelfaster
ICQ - 151714136
01/06/2007 (7:12 pm)
I wonder if GG could respond with what it has to offer as far as physics?@Jeff - Let's hook up on integrating this with TXE.
yahoo (preferred) - dishmal
MSN - dishmal@yahoo.com
AIM - excelfaster
ICQ - 151714136
#3
After reading through the Farseer documentation I am unclear about the function of the PrimeTheGrid parameter. Does this lead to lazy initialization of the grid or does it truly calculate the values in realtime (perhaps to account for changing geometry)?
01/07/2007 (2:09 am)
@JeffAfter reading through the Farseer documentation I am unclear about the function of the PrimeTheGrid parameter. Does this lead to lazy initialization of the grid or does it truly calculate the values in realtime (perhaps to account for changing geometry)?
#4
It's a lazy load thing. Rather than pre-computing all the grid-points, it will compute them as it needs them. I haven't done much testing with this value set to false, though.
@Jonathan.
At the moment I'm still just in the tinkering stages. I'd like to just play around a bit more before I decide if I'm going to go all out with adding Farseer to TorqueX.
Feel free to dive in and hook it up on your own though.
01/07/2007 (2:40 am)
@Ben.It's a lazy load thing. Rather than pre-computing all the grid-points, it will compute them as it needs them. I haven't done much testing with this value set to false, though.
@Jonathan.
At the moment I'm still just in the tinkering stages. I'd like to just play around a bit more before I decide if I'm going to go all out with adding Farseer to TorqueX.
Feel free to dive in and hook it up on your own though.
#5
01/07/2007 (11:32 am)
@Jeff - if you have any questions about the best approach for inter-operating with TorqueX shoot me an email.
#6
02/29/2008 (9:12 am)
I would love to be able to use the farseer engine whithin torque x - Jeff, are you still working on implementing it? I noticed a video on Youtube of it working quite well in Torque, and without alot of hassle. Any update on this would be really appreciated!
#7
03/22/2008 (7:39 am)
I would also love to use the farseer engine within TX as the current physics engine isn't as robust as I'd like or have certain features. I was considering creating my own engine in XNA, which incorporated Farseer for the physics, but with TX having everything I need (bar the physics), it would be really cool to see Farseer in TX.
#8
I don't know where it is though, as I couldn't find it last time I looked. It really would be nice if the search system was revamped, or a decent forum system was implemented.
03/24/2008 (7:15 am)
Someone integrated a Physics engine into TX. I can't remember which engine but they even had a video showing creating a bridge with boxes dropping onto it inside of TXB. I don't know where it is though, as I couldn't find it last time I looked. It really would be nice if the search system was revamped, or a decent forum system was implemented.
Torque Owner Jeff Weber
I'm the developer of the Farseer Physics Engine. I just started working on plugging it into the TorqueX framework. (See here: www.garagegames.com/mg/forums/result.thread.php?qt=56224
If all goes well, I plan to use TorqueX as my main development platform rather than raw XNA.
I haven't done much digging into TorqueX's physics system, but I do believe it is missing a few things that I need for my game idea:
Concave polygon collision detection.
Ball Joints
Angle joints
Some other misc. items.
I'll keep you posted on my progress... in fact you'll probably see me posting a lot of questions over the next few weeks so it will be hard to not know what my progress is. :-)
Jeff Weber.