<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>JigLibX</title><link>http://jiglibx.codeplex.com/project/feeds/rss</link><description>JigLibX is a specially for XNA designed C&amp;#35; port of the Physic Engine &amp;#34;JigLib&amp;#34; &amp;#40;Link below&amp;#41;</description><item><title>New Post: Beginner JigLibX - Sphere Collision to Mesh Collision in this Case?</title><link>http://jiglibx.codeplex.com/discussions/434228</link><description>&lt;div style="line-height: normal;"&gt;Ive literally had a week of looking a JigLibx for a game project im doing.&lt;br /&gt;
At the moment i want to use the engine for collision between my camera and a custom built Maya .fbx. The maya model is of a Cube (6 sides) and on each middle of a side is a square hole, the idea being to allow the camera to go through those holes, but not inside of the cube.&lt;br /&gt;
&lt;br /&gt;
What is the best way of doing this? Im heading towards having a triangle mesh for the cube and having a primitive for the camera but id like to know if this is the best way or theres a better one?  &lt;br /&gt;
&lt;/div&gt;</description><author>Spartan2417</author><pubDate>Sat, 23 Feb 2013 14:07:57 GMT</pubDate><guid isPermaLink="false">New Post: Beginner JigLibX - Sphere Collision to Mesh Collision in this Case? 20130223020757P</guid></item><item><title>New Post: Vehicle on Network</title><link>http://jiglibx.codeplex.com/discussions/76840</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;So this might be a late solution response but here it goes anyway. Create a waypoint controller that reads an array of Vector3 which are the waypoints and then only send those from the server to the client. You will need to do a lot more customization but
 this is probably a very good start.&lt;/p&gt;
&lt;/div&gt;</description><author>stark7</author><pubDate>Tue, 15 Jan 2013 01:40:36 GMT</pubDate><guid isPermaLink="false">New Post: Vehicle on Network 20130115014036A</guid></item><item><title>New Post: rotating Heightmap</title><link>http://jiglibx.codeplex.com/discussions/429534</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Hello,&lt;/p&gt;
&lt;p&gt;I am looking at the examples inside JiggleGame and I was wondering, is there any way to apply a yaw pitch roll to the heightmap?&amp;nbsp;&lt;/p&gt;
&lt;p&gt;One thing that I tried is associating the collisionskin with the body inside the HeightmapObject and then rotating that body with the MoveTo function but that doesn't work.&lt;/p&gt;
&lt;p&gt;body.MoveTo(shift, Matrix.CreateRotationZ(0.2f));&amp;nbsp; &amp;nbsp;&lt;/p&gt;
&lt;p&gt;body.Immovable = true;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/p&gt;
&lt;p&gt;body.EnableBody();&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Is there any other way to do this or are we only supposed to work with this horizontally?&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;This library is fantastic!&lt;/p&gt;
&lt;/div&gt;</description><author>stark7</author><pubDate>Mon, 14 Jan 2013 12:35:51 GMT</pubDate><guid isPermaLink="false">New Post: rotating Heightmap 20130114123551P</guid></item><item><title>New Post: TimeStep per body and negative TimeSteps</title><link>http://jiglibx.codeplex.com/discussions/406542</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Well I realized that when TimeSpan is negative, objects maintain the same velocities, I will have to look into &amp;quot;fixing&amp;quot; this. Also the collisions seem to only happen on the inside of objects (as if they were inside out) so this might take some work.&lt;/p&gt;
&lt;p&gt;Other then that, it's working pretty well. Simply passing a different change in time to each object worked as intended. There was one special case where two objects collided that had the same velocity (Dot product was zero, therefore collision wasn't handled
 properly). To solve it, I simply scaled the velocity for the dot product calculation by the dilation, which should resolve all collision issues.&lt;/p&gt;
&lt;p&gt;I rained some cubes on a 'slow spot' that dilates time around it with falloff. It can be seen here:&lt;/p&gt;
&lt;p&gt;http://www.youtube.com/watch?v=JFd1JTdb1gs&lt;/p&gt;
&lt;/div&gt;</description><author>pcaston2</author><pubDate>Thu, 13 Dec 2012 16:47:53 GMT</pubDate><guid isPermaLink="false">New Post: TimeStep per body and negative TimeSteps 20121213044753P</guid></item><item><title>New Post: Time Dilation</title><link>http://jiglibx.codeplex.com/discussions/406542</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;I'm trying to change the engine so that each object can process time at a different speed. So far I've created a TimeBody that inherits body, and has an extra parameter called dilation, initially set to 1.0.&lt;/p&gt;
&lt;p&gt;Within the PhysicsSystem I am going through Integrate and going to all the functions which pass dt (difference in time) and altering them so they call the functions, for each body, using dt multiplied by the new dilation variable.&lt;/p&gt;
&lt;p&gt;The goal is to be able to change the dilation value dynamically, and have the objects work at different speeds relative to each other.&lt;/p&gt;
&lt;p&gt;Do you think this could work, or would it take too much tweaking to do in this engine?&lt;/p&gt;
&lt;p&gt;Issues I know that might come up are:&lt;/p&gt;
&lt;p&gt;What happens when two objects with the same velocity collide as a result of different&amp;nbsp;dilation? (this might work fine)&lt;/p&gt;
&lt;p&gt;What happens when a negative dt is passed (I tried passing a negative in before modifications, it seems funky, I'll have to consider using an absolute value and flipping the velocities in these special cases)&lt;/p&gt;
&lt;p&gt;Any advice would be great!&lt;/p&gt;
&lt;p&gt;My background:&lt;/p&gt;
&lt;p&gt;I've got a fair bit of algebra and calculus know-how, built simple 2D engines, this is the first time with a 3D engine, but I have 3D experience so it all makes pretty good sense to me.&lt;/p&gt;
&lt;/div&gt;</description><author>pcaston2</author><pubDate>Wed, 12 Dec 2012 16:23:28 GMT</pubDate><guid isPermaLink="false">New Post: Time Dilation 20121212042328P</guid></item><item><title>Source code checked in, #94877</title><link>http://jiglibx.codeplex.com/SourceControl/changeset/changes/94877</link><description>Upgrade&amp;#58; New Version of LabDefaultTemplate.xaml. To upgrade your build definitions, please visit the following link&amp;#58; http&amp;#58;&amp;#47;&amp;#47;go.microsoft.com&amp;#47;fwlink&amp;#47;&amp;#63;LinkId&amp;#61;254563</description><author>Project Collection Service Accounts</author><pubDate>Mon, 01 Oct 2012 22:38:35 GMT</pubDate><guid isPermaLink="false">Source code checked in, #94877 20121001103835P</guid></item><item><title>Source code checked in, #94876</title><link>http://jiglibx.codeplex.com/SourceControl/changeset/changes/94876</link><description>Checked in by server upgrade</description><author>Project Collection Service Accounts</author><pubDate>Mon, 01 Oct 2012 22:31:06 GMT</pubDate><guid isPermaLink="false">Source code checked in, #94876 20121001103106P</guid></item><item><title>Patch Uploaded: #12771</title><link>http://jiglibx.codeplex.com/SourceControl/list/patches</link><description>
&lt;p&gt;&lt;a href='http://www.codeplex.com/site/users/view/RedToasty'&gt;RedToasty&lt;/a&gt; has uploaded a patch.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Description:&lt;/b&gt;&lt;br /&gt;The below causes issues with springs bottoming out and cars not getting any grip. Fixed in this change.&lt;/p&gt;</description><author>RedToasty</author><pubDate>Sun, 26 Aug 2012 23:38:56 GMT</pubDate><guid isPermaLink="false">Patch Uploaded: #12771 20120826113856P</guid></item><item><title>Patch Uploaded: #12770</title><link>http://jiglibx.codeplex.com/SourceControl/list/patches</link><description>
&lt;p&gt;&lt;a href='http://www.codeplex.com/site/users/view/RedToasty'&gt;RedToasty&lt;/a&gt; has uploaded a patch.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Description:&lt;/b&gt;&lt;br /&gt;Negative gravity causes cars to crash in a nasty mash of NaNs. Negative gravity lead to negative spring, which was squared rooted to give the damping and we had NaNs. These end up in the Velocities and Positions before it crashes.&lt;/p&gt;</description><author>RedToasty</author><pubDate>Sun, 26 Aug 2012 23:08:08 GMT</pubDate><guid isPermaLink="false">Patch Uploaded: #12770 20120826110808P</guid></item><item><title>New Post: SegmentIntersect collision angle</title><link>http://jiglibx.codeplex.com/discussions/235158</link><description>&lt;div style="line-height: normal;"&gt;&lt;blockquote style="border: solid .1em #ccc; font-style: italic; margin: .25em 1em 0 1em; padding: 0 .25em 0 .25em;"&gt;&lt;strong&gt;furrie wrote:&lt;/strong&gt;&lt;br /&gt;
&lt;p&gt;Hi,&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;tanks for the response, but it wasn't needed any more (the thread was created over a year ago)&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;I figured as much, it was more for anyone else that came across the forums with a similar question.&lt;/p&gt;&lt;/div&gt;</description><author>lordikon</author><pubDate>Mon, 13 Feb 2012 14:58:05 GMT</pubDate><guid isPermaLink="false">New Post: SegmentIntersect collision angle 20120213025805P</guid></item><item><title>New Post: SegmentIntersect collision angle</title><link>http://jiglibx.codeplex.com/discussions/235158</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Hi,&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;tanks for the response, but it wasn't needed any more (the thread was created over a year ago)&lt;/p&gt;&lt;/div&gt;</description><author>furrie</author><pubDate>Mon, 09 Jan 2012 08:40:38 GMT</pubDate><guid isPermaLink="false">New Post: SegmentIntersect collision angle 20120109084038A</guid></item><item><title>New Post: SegmentIntersect collision angle</title><link>http://jiglibx.codeplex.com/discussions/235158</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;A segment intersection will return to you a normal vector. Normalize the line segment you used to check for segment intersection, and then do a dot product between your normalized vector and the normal vector you got as a result of the intersection. Then you use acos to change your dotproduct to an angle (in radians).&lt;/p&gt;
&lt;pre&gt;&lt;span class="hl-identifier"&gt;Vector3&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;ray&lt;/span&gt;&lt;span class="hl-code"&gt; = &lt;/span&gt;&lt;span class="hl-reserved"&gt;new&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;Vector3&lt;/span&gt;&lt;span class="hl-brackets"&gt;(&lt;/span&gt;&lt;span class="hl-number"&gt;0&lt;/span&gt;&lt;span class="hl-identifier"&gt;f&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-number"&gt;0&lt;/span&gt;&lt;span class="hl-identifier"&gt;f&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-number"&gt;0&lt;/span&gt;&lt;span class="hl-identifier"&gt;f&lt;/span&gt;&lt;span class="hl-brackets"&gt;)&lt;/span&gt;&lt;span class="hl-code"&gt;;
&lt;/span&gt;&lt;span class="hl-types"&gt;float&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;dist&lt;/span&gt;&lt;span class="hl-code"&gt;;
&lt;/span&gt;&lt;span class="hl-identifier"&gt;CollisionSkin&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;skin&lt;/span&gt;&lt;span class="hl-code"&gt;;
&lt;/span&gt;&lt;span class="hl-identifier"&gt;Vector3&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;pos&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-identifier"&gt;normal&lt;/span&gt;&lt;span class="hl-code"&gt;;
 
&lt;/span&gt;&lt;span class="hl-identifier"&gt;ImmovableSkinPredicate&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;pred&lt;/span&gt;&lt;span class="hl-code"&gt; = &lt;/span&gt;&lt;span class="hl-reserved"&gt;new&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;ImmovableSkinPredicate&lt;/span&gt;&lt;span class="hl-brackets"&gt;()&lt;/span&gt;&lt;span class="hl-code"&gt;;
&lt;/span&gt;&lt;span class="hl-identifier"&gt;Segment&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;seg&lt;/span&gt;&lt;span class="hl-code"&gt; = &lt;/span&gt;&lt;span class="hl-reserved"&gt;new&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;Segment&lt;/span&gt;&lt;span class="hl-brackets"&gt;(&lt;/span&gt;&lt;span class="hl-identifier"&gt;ray&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-identifier"&gt;Vector3&lt;/span&gt;&lt;span class="hl-code"&gt;.&lt;/span&gt;&lt;span class="hl-identifier"&gt;Down&lt;/span&gt;&lt;span class="hl-code"&gt; * &lt;/span&gt;&lt;span class="hl-number"&gt;1000.0&lt;/span&gt;&lt;span class="hl-identifier"&gt;f&lt;/span&gt;&lt;span class="hl-brackets"&gt;)&lt;/span&gt;&lt;span class="hl-code"&gt;
 
&lt;/span&gt;&lt;span class="hl-identifier"&gt;world&lt;/span&gt;&lt;span class="hl-code"&gt;.&lt;/span&gt;&lt;span class="hl-identifier"&gt;CollisionSystem&lt;/span&gt;&lt;span class="hl-code"&gt;.&lt;/span&gt;&lt;span class="hl-identifier"&gt;SegmentIntersect&lt;/span&gt;&lt;span class="hl-brackets"&gt;(&lt;/span&gt;&lt;span class="hl-identifier"&gt;out&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;dist&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-identifier"&gt;out&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;skin&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-identifier"&gt;out&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;pos&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-identifier"&gt;out&lt;/span&gt;&lt;span class="hl-code"&gt; &lt;/span&gt;&lt;span class="hl-identifier"&gt;normal&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-identifier"&gt;seg&lt;/span&gt;&lt;span class="hl-code"&gt;, &lt;/span&gt;&lt;span class="hl-identifier"&gt;pred&lt;/span&gt;&lt;span class="hl-brackets"&gt;)&lt;/span&gt;&lt;span class="hl-code"&gt;;
 &lt;/span&gt;&lt;/pre&gt;
&lt;pre&gt;&lt;span class="hl-code"&gt;// Get the segment you made as a vector&lt;br /&gt;&lt;/span&gt;Vector3 segmentVector = ray + (Vector3.Down * 1000.0f);&lt;br /&gt;segmentVector.Normalize();&lt;br /&gt;&lt;br /&gt;float dotProduct = segmentVector.Dot(normal);&lt;br /&gt;float angle = (float)Math.Acos(dotProduct);&lt;/pre&gt;&lt;/div&gt;</description><author>lordikon</author><pubDate>Mon, 09 Jan 2012 05:29:48 GMT</pubDate><guid isPermaLink="false">New Post: SegmentIntersect collision angle 20120109052948A</guid></item><item><title>New Post: Ray&lt;-&gt;Heightfield Collision</title><link>http://jiglibx.codeplex.com/discussions/25929</link><description>&lt;div style="line-height: normal;"&gt;&lt;blockquote style="border: solid .1em #ccc; font-style: italic; margin: .25em 1em 0 1em; padding: 0 .25em 0 .25em;"&gt;&lt;strong&gt;LordIkon wrote:&lt;/strong&gt;&lt;br /&gt; Ok, next question. If I create a ray, and pass it to JigLibX, is there a feature where it would return to me each thing that ray hit, in order, and the intersection point of each collision?&lt;br /&gt; &lt;br /&gt; Also, do rays collide with the insides of shapes, or only the outsides?&lt;br /&gt;&lt;/blockquote&gt;
&lt;p&gt;Anyone know if JigLibX supports something like this? I don't want to check a line segment against all physics in my scene, I want to cast a line segment and have it return to me all collisions and details about those collisions.&lt;/p&gt;&lt;/div&gt;</description><author>lordikon</author><pubDate>Sun, 08 Jan 2012 05:59:22 GMT</pubDate><guid isPermaLink="false">New Post: Ray&lt;-&gt;Heightfield Collision 20120108055922A</guid></item><item><title>New Post: JigLibX on Windows Phone 7</title><link>http://jiglibx.codeplex.com/discussions/222718</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;For your utmost convenience, here's the link: &lt;a title="View my port for XNA 4.0 and Windows Phone 7 in the issue tracker" href="http://jiglibx.codeplex.com/workitem/14784" target="_blank"&gt;Port to XNA 4.0 and Windows Phone 7&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;There also appears to be an XNA 4.0 port in the repository here on CodePlex, but I don't know if it supports Windows Phone 7.&lt;/p&gt;
&lt;p&gt;EDIT: Fixed font size. Copy &amp;amp; paste from other CodePlex page causes huge fonts that don't show as such in the WYSIWYG editor :-S&lt;/p&gt;&lt;/div&gt;</description><author>Cygon</author><pubDate>Mon, 23 May 2011 07:37:55 GMT</pubDate><guid isPermaLink="false">New Post: JigLibX on Windows Phone 7 20110523073755A</guid></item><item><title>New Post: JigLibX on Windows Phone 7</title><link>http://jiglibx.codeplex.com/discussions/222718</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;JigLibX runs on WP7.&amp;nbsp; I use it in my app RC-AirSim which is on the phone marketplace right now.&amp;nbsp; Take a look under the Issue Tracker tab for the code I used.&lt;/p&gt;&lt;/div&gt;</description><author>SomeCallMeTim14</author><pubDate>Mon, 23 May 2011 03:23:19 GMT</pubDate><guid isPermaLink="false">New Post: JigLibX on Windows Phone 7 20110523032319A</guid></item><item><title>New Post: JigLibX on Windows Phone 7</title><link>http://jiglibx.codeplex.com/discussions/222718</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Cygon,&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Were you able to port it to Windows Phone 7?&lt;/p&gt;
&lt;p&gt;Could you help me do the same?&lt;/p&gt;&lt;/div&gt;</description><author>Gruger</author><pubDate>Mon, 23 May 2011 02:11:42 GMT</pubDate><guid isPermaLink="false">New Post: JigLibX on Windows Phone 7 20110523021142A</guid></item><item><title>Updated Wiki: Home</title><link>http://jiglibx.codeplex.com/wikipage?version=121</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;JigLibX Physic Library&lt;/h1&gt;JigLibX is a specially for XNA designed C&amp;#35; port of the Physic Engine &amp;#34;JigLib&amp;#34; &amp;#40;Link below&amp;#41;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=JigLibX&amp;DownloadId=56162" alt="logo.png" title="logo.png" /&gt;&lt;br /&gt;&lt;br /&gt;If you want to support the development of JigLibX, make a small &lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&amp;amp;business=jigglex%40googlemail%2ecom&amp;amp;item_name=JigLibX%20Donation&amp;amp;no_shipping=0&amp;amp;no_note=1&amp;amp;tax=0&amp;amp;currency_code=EUR&amp;amp;lc=DE&amp;amp;bn=PP%2dDonationsBF&amp;amp;charset=UTF%2d8" class="externalLink"&gt;Donation&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;td&gt;Magicka&lt;div class="video" style="text-align:Left"&gt;&lt;span class="player"&gt;&lt;object type="application/x-shockwave-flash" height="285px" width="320px" classid="CLSID:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,0,0"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Mgn0WJFxWNI&amp;amp;hl=de&amp;amp;fs=1&amp;amp;rel=0"&gt;&lt;/param&gt;&lt;embed type="application/x-shockwave-flash" height="285px" width="320px" src="http://www.youtube.com/v/Mgn0WJFxWNI&amp;amp;hl=de&amp;amp;fs=1&amp;amp;rel=0" pluginspage="http://macromedia.com/go/getflashplayer" autoplay="false" autostart="false" /&gt;&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/v/Mgn0WJFxWNI&amp;amp;hl=de&amp;amp;fs=1&amp;amp;rel=0" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;/td&gt;&lt;td&gt;Break a Leg&lt;div class="video" style="text-align:Left"&gt;&lt;span class="player"&gt;&lt;object type="application/x-shockwave-flash" height="285px" width="320px" classid="CLSID:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,0,0"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ZinGHFwJU7k&amp;amp;hl=de&amp;amp;fs=1&amp;amp;rel=0"&gt;&lt;/param&gt;&lt;embed type="application/x-shockwave-flash" height="285px" width="320px" src="http://www.youtube.com/v/ZinGHFwJU7k&amp;amp;hl=de&amp;amp;fs=1&amp;amp;rel=0" pluginspage="http://macromedia.com/go/getflashplayer" autoplay="false" autostart="false" /&gt;&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/v/ZinGHFwJU7k&amp;amp;hl=de&amp;amp;fs=1&amp;amp;rel=0" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;
&lt;h3&gt;News&lt;/h3&gt;
There is a collision skin editor available. It&amp;#39;s based on JigLibSDX - the SlimDx port of the engine - but it also works for JigLibX.&lt;br /&gt;&lt;a href="http://jiglibsdx.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=32044" class="externalLink"&gt;http://jiglibsdx.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=32044&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Experimental: Character controller sample&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=JigLibX&amp;DownloadId=64482"&gt;JigLibX_Character.zip&lt;/a&gt;&lt;br /&gt;
&lt;h3&gt;Links&lt;/h3&gt;&lt;a href="http://jiglibx.codeplex.com/wikipage?title=JigLibX%20Files%20to%20Be%20Ported&amp;referringTitle=Home"&gt;JigLibX Files to Be Ported&lt;/a&gt;&lt;br /&gt;&lt;a href="http://jiglibx.codeplex.com/wikipage?title=Videos&amp;referringTitle=Home"&gt;Videos&lt;/a&gt;&lt;br /&gt;&lt;a href="http://jiglibx.codeplex.com/wikipage?title=Screenshots&amp;referringTitle=Home"&gt;Screenshots&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;JigLibX Wiki and Forum&lt;br /&gt;&lt;a href="http://jiglibx.wikidot.com/" class="externalLink"&gt;http://jiglibx.wikidot.com/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;JigLib Library&lt;br /&gt;&lt;a href="http://www.rowlhouse.co.uk/jiglib/index.html" class="externalLink"&gt;http://www.rowlhouse.co.uk/jiglib/index.html&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>noone88</author><pubDate>Sat, 23 Apr 2011 16:26:17 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20110423042617P</guid></item><item><title>Updated Wiki: Home</title><link>http://jiglibx.codeplex.com/wikipage?version=120</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;JigLibX Physic Library&lt;/h1&gt;JigLibX is a specially for XNA designed C&amp;#35; port of the Physic Engine &amp;#34;JigLib&amp;#34; &amp;#40;Link below&amp;#41;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=JigLibX&amp;DownloadId=56162" alt="logo.png" title="logo.png" /&gt;&lt;br /&gt;&lt;br /&gt;If you want to support the development of JigLibX, make a small &lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&amp;amp;business=jigglex%40googlemail%2ecom&amp;amp;item_name=JigLibX%20Donation&amp;amp;no_shipping=0&amp;amp;no_note=1&amp;amp;tax=0&amp;amp;currency_code=EUR&amp;amp;lc=DE&amp;amp;bn=PP%2dDonationsBF&amp;amp;charset=UTF%2d8" class="externalLink"&gt;Donation&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;td&gt;Break a Leg&lt;div class="video" style="text-align:Left"&gt;&lt;span class="player"&gt;&lt;object type="application/x-shockwave-flash" height="285px" width="320px" classid="CLSID:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,0,0"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ZinGHFwJU7k&amp;amp;hl=de&amp;amp;fs=1&amp;amp;rel=0"&gt;&lt;/param&gt;&lt;embed type="application/x-shockwave-flash" height="285px" width="320px" src="http://www.youtube.com/v/ZinGHFwJU7k&amp;amp;hl=de&amp;amp;fs=1&amp;amp;rel=0" pluginspage="http://macromedia.com/go/getflashplayer" autoplay="false" autostart="false" /&gt;&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/v/ZinGHFwJU7k&amp;amp;hl=de&amp;amp;fs=1&amp;amp;rel=0" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;/td&gt;&lt;td&gt;Magicka&lt;div class="video" style="text-align:Left"&gt;&lt;span class="player"&gt;&lt;object type="application/x-shockwave-flash" height="285px" width="320px" classid="CLSID:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,0,0"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Mgn0WJFxWNI&amp;amp;hl=de&amp;amp;fs=1&amp;amp;rel=0"&gt;&lt;/param&gt;&lt;embed type="application/x-shockwave-flash" height="285px" width="320px" src="http://www.youtube.com/v/Mgn0WJFxWNI&amp;amp;hl=de&amp;amp;fs=1&amp;amp;rel=0" pluginspage="http://macromedia.com/go/getflashplayer" autoplay="false" autostart="false" /&gt;&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/v/Mgn0WJFxWNI&amp;amp;hl=de&amp;amp;fs=1&amp;amp;rel=0" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;
&lt;h3&gt;News&lt;/h3&gt;
There is a collision skin editor available. It&amp;#39;s based on JigLibSDX - the SlimDx port of the engine - but it also works for JigLibX.&lt;br /&gt;&lt;a href="http://jiglibsdx.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=32044" class="externalLink"&gt;http://jiglibsdx.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=32044&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Experimental: Character controller sample&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=JigLibX&amp;DownloadId=64482"&gt;JigLibX_Character.zip&lt;/a&gt;&lt;br /&gt;
&lt;h3&gt;Links&lt;/h3&gt;&lt;a href="http://jiglibx.codeplex.com/wikipage?title=JigLibX%20Files%20to%20Be%20Ported&amp;referringTitle=Home"&gt;JigLibX Files to Be Ported&lt;/a&gt;&lt;br /&gt;&lt;a href="http://jiglibx.codeplex.com/wikipage?title=Videos&amp;referringTitle=Home"&gt;Videos&lt;/a&gt;&lt;br /&gt;&lt;a href="http://jiglibx.codeplex.com/wikipage?title=Screenshots&amp;referringTitle=Home"&gt;Screenshots&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;JigLibX Wiki and Forum&lt;br /&gt;&lt;a href="http://jiglibx.wikidot.com/" class="externalLink"&gt;http://jiglibx.wikidot.com/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;JigLib Library&lt;br /&gt;&lt;a href="http://www.rowlhouse.co.uk/jiglib/index.html" class="externalLink"&gt;http://www.rowlhouse.co.uk/jiglib/index.html&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>noone88</author><pubDate>Sat, 23 Apr 2011 16:25:49 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20110423042549P</guid></item><item><title>Updated Wiki: Home</title><link>http://jiglibx.codeplex.com/wikipage?version=119</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;JigLibX Physic Library&lt;/h1&gt;JigLibX is a specially for XNA designed C&amp;#35; port of the Physic Engine &amp;#34;JigLib&amp;#34; &amp;#40;Link below&amp;#41;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=JigLibX&amp;DownloadId=56162" alt="logo.png" title="logo.png" /&gt;&lt;br /&gt;&lt;br /&gt;If you want to support the development of JigLibX, make a small &lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&amp;amp;business=jigglex%40googlemail%2ecom&amp;amp;item_name=JigLibX%20Donation&amp;amp;no_shipping=0&amp;amp;no_note=1&amp;amp;tax=0&amp;amp;currency_code=EUR&amp;amp;lc=DE&amp;amp;bn=PP%2dDonationsBF&amp;amp;charset=UTF%2d8" class="externalLink"&gt;Donation&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;table&gt;&lt;tr&gt;&lt;td&gt;Break a Leg&lt;div class="video" style="text-align:Left"&gt;&lt;span class="player"&gt;&lt;object type="application/x-shockwave-flash" height="285px" width="320px" classid="CLSID:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,0,0"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ZinGHFwJU7k&amp;amp;hl=de&amp;amp;fs=1&amp;amp;rel=0"&gt;&lt;/param&gt;&lt;embed type="application/x-shockwave-flash" height="285px" width="320px" src="http://www.youtube.com/v/ZinGHFwJU7k&amp;amp;hl=de&amp;amp;fs=1&amp;amp;rel=0" pluginspage="http://macromedia.com/go/getflashplayer" autoplay="false" autostart="false" /&gt;&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/v/ZinGHFwJU7k&amp;amp;hl=de&amp;amp;fs=1&amp;amp;rel=0" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;/td&gt;&lt;td&gt;Magicka&lt;div class="video" style="text-align:Left"&gt;&lt;span class="player"&gt;&lt;object type="application/x-shockwave-flash" height="285px" width="320px" classid="CLSID:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,0,0"&gt;&lt;param name="movie" value="http://www.youtube.com/watch?v=Mgn0WJFxWNI"&gt;&lt;/param&gt;&lt;embed type="application/x-shockwave-flash" height="285px" width="320px" src="http://www.youtube.com/watch?v=Mgn0WJFxWNI" pluginspage="http://macromedia.com/go/getflashplayer" autoplay="false" autostart="false" /&gt;&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/watch?v=Mgn0WJFxWNI" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;
&lt;h3&gt;News&lt;/h3&gt;
There is a collision skin editor available. It&amp;#39;s based on JigLibSDX - the SlimDx port of the engine - but it also works for JigLibX.&lt;br /&gt;&lt;a href="http://jiglibsdx.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=32044" class="externalLink"&gt;http://jiglibsdx.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=32044&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Experimental: Character controller sample&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=JigLibX&amp;DownloadId=64482"&gt;JigLibX_Character.zip&lt;/a&gt;&lt;br /&gt;
&lt;h3&gt;Links&lt;/h3&gt;&lt;a href="http://jiglibx.codeplex.com/wikipage?title=JigLibX%20Files%20to%20Be%20Ported&amp;referringTitle=Home"&gt;JigLibX Files to Be Ported&lt;/a&gt;&lt;br /&gt;&lt;a href="http://jiglibx.codeplex.com/wikipage?title=Videos&amp;referringTitle=Home"&gt;Videos&lt;/a&gt;&lt;br /&gt;&lt;a href="http://jiglibx.codeplex.com/wikipage?title=Screenshots&amp;referringTitle=Home"&gt;Screenshots&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;JigLibX Wiki and Forum&lt;br /&gt;&lt;a href="http://jiglibx.wikidot.com/" class="externalLink"&gt;http://jiglibx.wikidot.com/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;JigLib Library&lt;br /&gt;&lt;a href="http://www.rowlhouse.co.uk/jiglib/index.html" class="externalLink"&gt;http://www.rowlhouse.co.uk/jiglib/index.html&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>noone88</author><pubDate>Sat, 23 Apr 2011 16:25:00 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20110423042500P</guid></item><item><title>Commented Issue: Port to XNA 4.0 and Windows Phone 7 [14784]</title><link>http://jiglibx.codeplex.com/workitem/14784</link><description>Hi&amp;#33;&lt;br /&gt;&lt;br /&gt;I ported the current development trunk to Windows Phone 7 &amp;#40;which doesn&amp;#39;t compile out of the box because unsafe code and stackalloc aren&amp;#39;t supported&amp;#41;.&lt;br /&gt;&lt;br /&gt;I &amp;#34;fixed&amp;#34; most problem methods by cloning them into an &amp;#35;if WINDOWS_PHONE .. &amp;#35;endif section. Needless to say that this added to the mess already made by the &amp;#35;if USE_STACKALLOC .. &amp;#35;endif sections in the library, so I&amp;#39;d recommend to only see this port as a stop-gap measure you could point people to until there&amp;#39;s an officially WP7 build.&lt;br /&gt;&lt;br /&gt;The attached file contains binaries for XNA 4.0 x86, Xbox 360 and Windows Phone 7, source code and a patch &amp;#40;in unified diff format&amp;#41; detailing my changes.&lt;br /&gt;Comments: ** Comment from web user: Cygon ** &lt;p&gt;&amp;#64;Rives&amp;#58; I signed the assembly with my key, but &amp;#40;of course&amp;#41; didn&amp;#39;t ship my key with this build. Just pick another key or disable assembly signing &amp;#59;&amp;#41;&lt;/p&gt;</description><author>Cygon</author><pubDate>Sat, 19 Feb 2011 10:25:08 GMT</pubDate><guid isPermaLink="false">Commented Issue: Port to XNA 4.0 and Windows Phone 7 [14784] 20110219102508A</guid></item></channel></rss>