JigLibX Monogame Android/iOS

Hi, does anyone know where I can find the XNA 4.0 binaries for this so I can use it with a Monogame build for Android and iOS? Thanks

Id #21160 | Release: None | Updated: Jul 19 at 8:36 AM by Sixjac | Created: Jul 19 at 8:36 AM by Sixjac

Port to XNA 4.0 and Windows Phone 7

Hi!   I ported the current development trunk to Windows Phone 7 (which doesn't compile out of the box because unsafe code and stackalloc aren't supported).   I "fixed" most problem methods by cloni...

Id #14784 | Release: None | Updated: Feb 14, 2013 at 7:35 PM by juzer | Created: Nov 26, 2010 at 4:11 PM by Cygon

Need IntelliSense entries for almost all functions

This should be classified as an improvement, not at bug. It would be nice to have descriptions of what a particular function does using the Visual Studio IntelliSense utility. With the lack of docu...

Id #14596 | Release: None | Updated: Feb 14, 2013 at 7:35 PM by nash9000 | Created: Nov 3, 2010 at 1:04 AM by codpigeon

XNA 4.0 MeshPart

Apparently, the new XNA 4.0 library gets rid of the Vertex methods and variables, which is an essential part of the TriangleMeshPart, which is essential to loading models and using them as physics ...

Id #14281 | Release: None | Updated: Feb 14, 2013 at 7:35 PM by WillZD | Created: Sep 19, 2010 at 9:01 PM by WillZD

public void CollisionSkin.GetMassProperties() is incorrect [DELETE THIS]

[UPDATE] The calculation is in fact incorrect although apparently this is the expected behaviour from a physics library as an accurate solution is too complex.   This method will only work correctl...

Id #14103 | Release: None | Updated: Feb 14, 2013 at 7:35 PM by Glass_Echidna | Created: Aug 27, 2010 at 6:23 AM by Glass_Echidna

Jiglibx vehicle in Network

Hi, i'm Andor Mate!   I have a question with jiglib vehicle. I create networking (Server-Client and i use UDP), but i dont know what datas send in the network. I try the send the Position and Orien...

Id #11023 | Release: None | Updated: Feb 14, 2013 at 7:35 PM by JBalazs | Created: Dec 2, 2009 at 1:14 PM by MateAndor

Crash due to skins swaps in DetectFunctors

Crash in PreProcessCollisions in HandleAllConstrains motivated by the fact that the PreProcessCollisions (All almost all other functions in PhysicSystem) expects Collision.SkinInfo.Skin0.Owner != n...

Id #10693 | Release: None | Updated: Feb 14, 2013 at 7:35 PM by luis_acebal | Created: Sep 28, 2009 at 7:01 PM by luis_acebal

[REQUEST] Add More Options to Predicates

Predicates would be much more useful if there was a second function that was passed collision information after CollisionSkins have already been ruled out by ConsiderSkin(). For example this would ...

Id #10618 | Release: None | Updated: Feb 14, 2013 at 7:35 PM by Glass_Echidna | Created: Sep 10, 2009 at 6:38 PM by Glass_Echidna

AddAABox() and UpdateWorldBoundingBox() do not account for empty boundingboxes

See: http://jiglibx.wikidot.com/forum/t-161751/bounding-boxes   In AABox.cs replace:   static public void AddAABox(AABox aabox, ref BoundingBox bb) { bb.Min = Vector3.Min(aabox.MinPos,...

Id #10270 | Release: None | Updated: Feb 14, 2013 at 7:35 PM by LukeHoser | Created: Jul 6, 2009 at 9:00 PM by LukeHoser

Freezing not supported on Vehicles

If you enable freezing on the chassis of a vehicle, the inactive vehicle's wheels can spin in place and a fair amount of CPU is wasted. This was preventing me from having cars that are "parked" in...

Id #9917 | Release: None | Updated: Feb 14, 2013 at 7:35 PM by PolyVector | Created: May 3, 2009 at 2:09 PM by PolyVector