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