JigLibX Wiki

JigLibX is a physics engine written in C# using Microsoft's XNA framework. It is based off the physics engine JigLib and is currently being ported and expanded. Having a collision system and a rigid body physics engine makes JigLibX one of the favored free open-source physics engines designed for use with XNA.

Update News:

Source code checked in, #14907 | Thu, 17 Jul 2008 09:56:38 GMT
Removed the VertexProcessor and added a method to get vertices directly from the model.
Source code checked in | Fri, 06 Jun 2008 21:03:20 GMT
Added the CollisionSystemSAP which is written by Jon Watte.
Source code checked in | Sat, 12 Apr 2008 21:11:33 GMT
More garbage collection reduction Broadphase (GridEntry) garbarge reduced Box collision garbage reduce A few places they used small arrays of float and int Some safetys added to stop pointer overrun Most AABox usage moved to BoundingBox (class to struct)
Source code checked in | Thu, 03 Apr 2008 16:04:13 GMT
Small change in ConstraintVelocity allows to affect angular velocity,velocity or both.
Source code checked in | Mon, 31 Mar 2008 22:55:46 GMT
Major garbage reduction, not 100% yet (Grid and box box still bad) but massive reductions in garbage generated at run-time. Note lots of changes everyway, likely to have introduced bugs! New octree for triangle meshes (faster to build + less memory) Single step mode for game

Latest Breakthroughs:

  • A documentation QuickStart!
  • TriangleMesh and Plane now support a local transform
  • Xbox 360 support
  • Island collision freezing system
  • Heavy optimization

Please feel free to check out more in info in our about section.

The Goal

To create an outstanding physics engine that is both portable and optimized.
We can achieve this by having a fantastic community where everyone contributes thoughts and ideas to help us all progress to this goal. We have just started this wiki in hopes of creating a broader community for development and sharing of ideas. Please feel free to create a page or add to a page. We are hoping for the highest quality wiki possible so even editing spelling errors out of pages would be helpful.

Creation

If you have created something that is quite magnificent or have a theory about how to do something, please feel free to create a page about it. The organization of such pages has yet to be determined but once we get the content out there, we will better know how to organize it.

QuickStart

If you want to get writing with JigLibX, jump to the QuickStart page for a brief introduction.

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