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<?xml-stylesheet type="text/xsl" href="http://forums.xna.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Game Publishing/Business</title><link>http://forums.xna.com/forums/46.aspx</link><description /><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 0.0)</generator><item><title>Re: New XNA physics engine</title><link>http://forums.xna.com/forums/thread/62197.aspx</link><pubDate>Fri, 16 May 2008 12:11:07 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:62197</guid><dc:creator>bp</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/62197.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=46&amp;PostID=62197</wfw:commentRss><description>Nice work! I'm looking forward to the beta</description></item><item><title>Re: New XNA physics engine</title><link>http://forums.xna.com/forums/thread/62127.aspx</link><pubDate>Fri, 16 May 2008 02:48:34 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:62127</guid><dc:creator>toody</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/62127.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=46&amp;PostID=62127</wfw:commentRss><description>&lt;P&gt;The license is ZLIB, which is about as unrestrictive as licenses come. I forgot to mention a lot of stuff in that post :/&lt;/P&gt;
&lt;P&gt;Anyway, I've added a lot of features and made some improvements, so a beta release should be coming fairly soon.&lt;/P&gt;</description></item><item><title>Re: New XNA physics engine</title><link>http://forums.xna.com/forums/thread/61570.aspx</link><pubDate>Mon, 12 May 2008 17:51:43 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:61570</guid><dc:creator>Coatl Studios</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/61570.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=46&amp;PostID=61570</wfw:commentRss><description>and besides easy to use and speed .. a indie friendly license for it would be nice..&lt;br&gt;&lt;br&gt;no matter how awesome a piece of software is if the license is worryingly restrictive or stupidly expensive.. it would not be used as much as a software with a more relaxed license with allows more freedom to its users even if its not as feature rich&lt;br&gt;</description></item><item><title>Re: New XNA physics engine</title><link>http://forums.xna.com/forums/thread/60210.aspx</link><pubDate>Mon, 05 May 2008 07:52:31 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:60210</guid><dc:creator>toody</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/60210.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=46&amp;PostID=60210</wfw:commentRss><description>Thanks! I dont really have a&amp;nbsp;target feature list per se, but I'd obviously like to add broadphase (O(n^2) at the moment), compund bodies, more joints, ragdolls and the usual stuff, maybe convex objects, and then maybe try soft body integration. I was thinking of trying to implement FastLSM, but its patented, so I'll have to try get permission from the patent-holder first.</description></item><item><title>Re: New XNA physics engine</title><link>http://forums.xna.com/forums/thread/60208.aspx</link><pubDate>Mon, 05 May 2008 07:24:10 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:60208</guid><dc:creator>Akai kaze</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/60208.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=46&amp;PostID=60208</wfw:commentRss><description>nice engine ! I don't know what you are planning to include but easy of use and speed are the main things someone's look for a physic engine. &lt;br&gt;&lt;br&gt;but it's nice beginning &lt;br&gt;</description></item><item><title>New XNA physics engine</title><link>http://forums.xna.com/forums/thread/60197.aspx</link><pubDate>Mon, 05 May 2008 03:42:29 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:60197</guid><dc:creator>toody</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/60197.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=46&amp;PostID=60197</wfw:commentRss><description>&lt;P&gt;Hi, I wasn't sure where to post this, maybe someone could move it if its in the wrond place?&lt;/P&gt;
&lt;P&gt;Anyway, I have just released an alpha of my XNA physics engine, you can grab it here: &lt;A href="http://www.ralphmorton.net/projects/Icarus/dl.php"&gt;http://www.ralphmorton.net/projects/Icarus/dl.php&lt;/A&gt;&lt;/P&gt;
&lt;P&gt;So far its pretty basic. It supports only convex shapes, and I havent added composite shape support yet. It uses MPR (Minkowski Portal Refinement) for collision detection, although there is also a continuous GJK implementation, so continuous collision detection can be enabled if desired. The solver uses sequential impulses a la Erin Catto (in fact a lot of the code was built using Box2D_Lite as reference). The only joint actually implemented at this point is a distance joint. And restitution isnt implemented yet!&lt;/P&gt;
&lt;P&gt;Let me know if you like it, or if not, what you dont like about it. Hopefully it will at least be useful as a learning tool ;)&lt;/P&gt;
&lt;P&gt;EDIT: I should probably point out that its a 3d physics engine, to avoid confusion&lt;/P&gt;
&lt;P&gt;EDIT again: screens&lt;/P&gt;
&lt;P&gt;&lt;IMG src="http://www.ralphmorton.net/projects/Icarus/screens/001.jpg"&gt;&lt;/P&gt;
&lt;P&gt;&lt;IMG src="http://www.ralphmorton.net/projects/Icarus/screens/002.jpg"&gt;&lt;/P&gt;
&lt;P&gt;&lt;IMG src="http://www.ralphmorton.net/projects/Icarus/screens/003.jpg"&gt;&lt;/P&gt;
&lt;P&gt;&lt;IMG src="http://www.ralphmorton.net/projects/Icarus/screens/004.jpg"&gt;&lt;/P&gt;
&lt;P&gt;&lt;IMG src="http://www.ralphmorton.net/projects/Icarus/screens/005.jpg"&gt;&lt;/P&gt;</description></item></channel></rss>