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		<title>Showcase (new posts)</title>
		<link>http://jiglibx.wikidot.com/forum/c-33556/showcase</link>
		<description>Posts in the forum category &quot;Showcase&quot; - Show us your games/videos/screenshots of projects using JigLibX.</description>
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				<guid>http://jiglibx.wikidot.com/forum/t-201113#post-646548</guid>
				<title>Aether: Re: Aether</title>
				<link>http://jiglibx.wikidot.com/forum/t-201113/aether#post-646548</link>
				<description></description>
				<pubDate>Wed, 02 Dec 2009 15:00:30 +0000</pubDate>
				<wikidot:authorName>MikeTsouris</wikidot:authorName>				<wikidot:authorUserId>392363</wikidot:authorUserId>				<content:encoded>
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						 <p>Very cool work. How is performance on XBOX 360? Did you run into issues with the physics engine and performance?</p> <p>If performance was an issue, what types of optimizations did you do to make everything work smoothly?</p> <p>I like the mechanics and the general gimmick of the game. Seems very unique and neat twist to put on a genre that was starting to look tired.</p> <p>It's also a neat example of a game with a limited scope is made that can provide for hours of game play with out getting old.</p> <p>Figuring out how to incorporate that 'dynamic' element into any game, to give replay value, is definitely a challenge.</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-201113#post-645909</guid>
				<title>Aether: Aether</title>
				<link>http://jiglibx.wikidot.com/forum/t-201113/aether#post-645909</link>
				<description></description>
				<pubDate>Tue, 01 Dec 2009 18:20:46 +0000</pubDate>
				<wikidot:authorName>Joseph Mahsman</wikidot:authorName>								<content:encoded>
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						 <p>My team has finished a game for the 2010 IGF Student Competition. The gameplay video can be found <a href="http://www.vimeo.com/7636536">here</a>, and the website <a href="http://www.cse.unr.edu/~mahsman/aether/">here</a>.</p> <p>Aether is a racing/flying game set in dynamically created tunnel in space. Unlike the typical racing game, the track/tunnel is created during the game by the player in first place. The goal of the lead player is to make a difficult track to navigate so as to make the opponents crash, fall behind, and fall out of the end of the tunnel, which is constantly disintegrating.</p> <p>Notes about our usage of JigLibX: We use JigLibX for the (obviously) for collisions. More interesting is the the track (which is a tunnel). It comprises a list of track pieces, where each piece is a mesh of triangles. We have a "stencil" attached to the lead player that defines a shape. When a new track piece is generated, we use the current and previous stencils to generate the new track piece.</p> <p>The stencil system allows us to use different shapes for the track. Unfortunately, due to time constraints our stencils differ only by circle radius; we wanted to have different selectable shapes.</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-196596#post-644174</guid>
				<title>RC-AirSim: r/c model airplane flight simulator: Re: RC-AirSim: r/c model airplane flight simulator</title>
				<link>http://jiglibx.wikidot.com/forum/t-196596/rc-airsim:r-c-model-airplane-flight-simulator#post-644174</link>
				<description></description>
				<pubDate>Sun, 29 Nov 2009 05:28:11 +0000</pubDate>
				<wikidot:authorName>SomeCallMeTim</wikidot:authorName>				<wikidot:authorUserId>274272</wikidot:authorUserId>				<content:encoded>
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						 <p>Thanks guys!</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-196596#post-641258</guid>
				<title>RC-AirSim: r/c model airplane flight simulator: Re: RC-AirSim: r/c model airplane flight simulator</title>
				<link>http://jiglibx.wikidot.com/forum/t-196596/rc-airsim:r-c-model-airplane-flight-simulator#post-641258</link>
				<description></description>
				<pubDate>Tue, 24 Nov 2009 15:58:22 +0000</pubDate>
				<wikidot:authorName>noone88</wikidot:authorName>								<content:encoded>
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						 <p>looks brilliant! :)</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-196596#post-632745</guid>
				<title>RC-AirSim: r/c model airplane flight simulator: Re: RC-AirSim: r/c model airplane flight simulator</title>
				<link>http://jiglibx.wikidot.com/forum/t-196596/rc-airsim:r-c-model-airplane-flight-simulator#post-632745</link>
				<description></description>
				<pubDate>Fri, 13 Nov 2009 23:24:20 +0000</pubDate>
				<wikidot:authorName>PGlynn</wikidot:authorName>				<wikidot:authorUserId>387675</wikidot:authorUserId>				<content:encoded>
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						 <p>haha very cool! love the sound effects</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-196596#post-632566</guid>
				<title>RC-AirSim: r/c model airplane flight simulator: RC-AirSim: r/c model airplane flight simulator</title>
				<link>http://jiglibx.wikidot.com/forum/t-196596/rc-airsim:r-c-model-airplane-flight-simulator#post-632566</link>
				<description></description>
				<pubDate>Fri, 13 Nov 2009 19:04:02 +0000</pubDate>
				<wikidot:authorName>SomeCallMeTim</wikidot:authorName>				<wikidot:authorUserId>274272</wikidot:authorUserId>				<content:encoded>
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						 <p>RC-AirSim, the r/c model airplane flight simulator on Xbox 360 Indie Games uses JigLibX for the plane crash effect.</p> <p>I recently updated RC-AirSim to include this JigLibX powered plane crash effect. You can download the free demo version to your Xbox 360 from the xbox.com marketplace:</p> <p><a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550171/">RC-AirSim on the xbox.com marketplace</a></p> <p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/g0AoTkk7sT8&amp;hl=en_US&amp;fs=1&amp;" /> <param name="allowFullScreen" value="true" /> <param name="allowscriptaccess" value="always" /> <embed src="http://www.youtube.com/v/g0AoTkk7sT8&amp;hl=en_US&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344" /></object></p> <p>Thank you to the JigLibX community!!</p> <p>-Tim</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-191408#post-617636</guid>
				<title>Skinned Mesh Ragdoll: Re: Skinned Mesh Ragdoll</title>
				<link>http://jiglibx.wikidot.com/forum/t-191408/skinned-mesh-ragdoll#post-617636</link>
				<description></description>
				<pubDate>Mon, 26 Oct 2009 15:48:44 +0000</pubDate>
				<wikidot:authorName>noone88</wikidot:authorName>								<content:encoded>
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						 <p>yeah, finally someone did it ;) very nice</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-191408#post-616359</guid>
				<title>Skinned Mesh Ragdoll: Skinned Mesh Ragdoll</title>
				<link>http://jiglibx.wikidot.com/forum/t-191408/skinned-mesh-ragdoll#post-616359</link>
				<description></description>
				<pubDate>Sat, 24 Oct 2009 16:39:35 +0000</pubDate>
				<wikidot:authorName>PGlynn</wikidot:authorName>				<wikidot:authorUserId>387675</wikidot:authorUserId>				<content:encoded>
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						 <p><object width="640" height="480"><param name="movie" value="http://www.youtube.com/v/nQ0uN-IRu3A&amp;hl=en&amp;fs=1&amp;" /> <param name="allowFullScreen" value="true" /> <param name="allowscriptaccess" value="always" /> <embed src="http://www.youtube.com/v/nQ0uN-IRu3A&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="480" /></object></p> <p>Sorry about the music, was listening to radio.</p> <p>JigLibX for physics and Kilowatt Animation</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-190290#post-612559</guid>
				<title>Show Off Throwing, Swinging From Vines, and some simple collisions: Show Off Throwing, Swinging From Vines, and some simple collisions</title>
				<link>http://jiglibx.wikidot.com/forum/t-190290/show-off-throwing-swinging-from-vines-and-some-simple-collisions#post-612559</link>
				<description></description>
				<pubDate>Tue, 20 Oct 2009 06:48:25 +0000</pubDate>
				<wikidot:authorName>Mike Tsouris</wikidot:authorName>								<content:encoded>
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						 <p>Here are some videos of my game progress. There are more videos, but these are the ones that show what i'm doing with JigLibX specifically…..</p> <p>My Favorite - Player that can attach itself to a swinging vine and then, 'let go' and have the swinging vine's velocity directly transferred to the character, sending it flying away…</p> <p><a href="http://www.youtube.com/watch?v=QMe1A3-kRfM">http://www.youtube.com/watch?v=QMe1A3-kRfM</a></p> <p>… also, if the vine is not swinging at all (Vine.Velocity.Length() &lt; MinimumThreshold), the players velocity is transferred to the vine and gets the vine swinging (0:56 into the video)</p> <p>Projectiles who's velocity and 'take off position' are mapped dynamically to the animation of bone location of the animated model's right hand (yes, if it was animated to throw faster, the object would actually go faster….. no hard coded values here!….. maybe i'm giving too much power to the animators, ha)<br /> <a href="http://www.youtube.com/watch?v=d0a4HZKxpmY">http://www.youtube.com/watch?v=d0a4HZKxpmY</a></p> <p>Scaled and Rotated OcTree and some falling boxes (not as cool now that you have seen the other stuff)<br /> <a href="http://www.youtube.com/watch?v=ee7tfmWD48o">http://www.youtube.com/watch?v=ee7tfmWD48o</a></p> <p>-Mike Tsouris</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-174936#post-612113</guid>
				<title>Break a Leg: Re: Break a Leg</title>
				<link>http://jiglibx.wikidot.com/forum/t-174936/break-a-leg#post-612113</link>
				<description></description>
				<pubDate>Mon, 19 Oct 2009 18:28:49 +0000</pubDate>
				<wikidot:authorName>PGlynn</wikidot:authorName>				<wikidot:authorUserId>387675</wikidot:authorUserId>				<content:encoded>
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						 <p>I like your air accelerate method for moving in the air. Feels alot like surfing in source engine games. Really think your shading is nice too</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-189566#post-610934</guid>
				<title>Updated Hinge Controller: Updated Hinge Controller</title>
				<link>http://jiglibx.wikidot.com/forum/t-189566/updated-hinge-controller#post-610934</link>
				<description></description>
				<pubDate>Sun, 18 Oct 2009 04:54:54 +0000</pubDate>
				<wikidot:authorName>PGlynn</wikidot:authorName>				<wikidot:authorUserId>387675</wikidot:authorUserId>				<content:encoded>
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						 <p>this comment was part of the HingeJoint controller</p> <div class="code"> <pre> <code>/// TODO at the moment the bodies should be unrotated when this is /// called...</code> </pre></div> <p>trying to setup a model bone heirarchy made this a problem because it wouldnt really be ideal to have to un orientate everything so i made this new controller that does account for rotation.</p> <p>it has two initialize functions, one for relative and one for world based positions on the hinge and hingeDirection( note: i think hingeAxis is misleading because its not actually the rotation axis as you would think. Its actually the direction of the hinge and where the fwd and bck angles take place from )</p> <p>i would like to set the up so you could enter the axis of rotation, but havnt been able to figure that out yet. I'm still not sure if the MAX_HINGE_ANGLE needs to be in place. anyways heres my updated class for anyone who is intrested.</p> <div class="code"> <pre> <code>#region Using Statements using System; using System.Collections.Generic; using System.Text; using Microsoft.Xna.Framework; using JigLibX.Math; #endregion namespace JigLibX.Physics { /// &lt;summary&gt; /// Implements a simple hinge between two rigid bodies. The bodies /// should be in a suitable configuration when this joint is created. /// &lt;/summary&gt; public class WorldHingeJoint : Joint { private Vector3 hingeDirection; private Vector3 hingePosRel0; private Body body0; private Body body1; private bool usingLimit; private bool hingeEnabled; private bool broken; private float damping; private float extraTorque; // allow extra torque applied per update /// PGlynn : from original JigLib hingejoint.hpp /// TODO at the moment the bodies should be unrotated when this is /// called... No angle limit if fwd &gt; MAX_HINGE_ANGLE_LIMIT after /// calling initialise the joint will be functional - /// i.e. registered... so the bodies should be registered too! If /// damping &gt; 0 then the joint will be damped such that the torque /// is equal to -damping * relative-rotation of the bodies /// involved. The actual value is clamped to prevent instability. const float MAX_HINGE_ANGLE_LIMIT = 150.0f; private ConstraintPoint mMidPointConstraint; private ConstraintMaxDistance[] mSidePointConstraints; private ConstraintMaxDistance mMaxDistanceConstraint; /// &lt;summary&gt; /// default constructor so you can initialise this joint later /// &lt;/summary&gt; public WorldHingeJoint() { } static Matrix GetBodyTransformMatrix(Body body) { Matrix ret = body.Orientation; ret.Translation = body.Position; return ret; } // works like the standard jiglib Initialise public void InitializeRelative(Body body0, Body body1, Vector3 hingeDirectionRel0, Vector3 hingePosRel0, float hingeHalfWidth, float hingeFwdAngle, float hingeBckAngle, float sidewaysSlack, float damping) { InitializeWorld(body0, body1, Vector3.TransformNormal(hingeDirectionRel0, body0.Orientation), Vector3.Transform(hingePosRel0, GetBodyTransformMatrix(body0)), hingeHalfWidth, hingeFwdAngle, hingeBckAngle, sidewaysSlack, damping); } // hingePos is a world coordinate no longer relative. public void InitializeWorld(Body body0, Body body1, Vector3 hingeDirection, Vector3 hingePos, float hingeHalfWidth, float hingeFwdAngle, float hingeBckAngle, float sidewaysSlack, float damping) { this.body0 = body0; this.body1 = body1; hingeDirection.Normalize(); this.hingeDirection = hingeDirection; //this.hingePosRel0 = hingePosRel0; this.usingLimit = false; this.damping = damping; // tScalar allowedDistance = 0.005f; this.hingeDirection.Normalize(); Matrix body0InverseTransform = Matrix.Invert(GetBodyTransformMatrix(body0));//.TransformMatrix; Matrix body1InverseTransform = Matrix.Invert(GetBodyTransformMatrix(body1)); Vector3.Transform(ref hingePos, ref body0InverseTransform, out this.hingePosRel0); Vector3 hingePosRel1;// = body0.Position + hingePosRel0 - body1.Position; Vector3.Transform(ref hingePos, ref body1InverseTransform, out hingePosRel1); Vector3 hingeAxisRel0; Vector3 hingeAxisRel1; Vector3.TransformNormal(ref hingeDirection, ref body0InverseTransform, out hingeAxisRel0); Vector3.TransformNormal(ref hingeDirection, ref body1InverseTransform, out hingeAxisRel1); // generate the two positions relative to each body Vector3 relPos0a = hingePosRel0 + hingeHalfWidth * hingeAxisRel0; Vector3 relPos0b = hingePosRel0 - hingeHalfWidth * hingeAxisRel0; Vector3 relPos1a = hingePosRel1 + hingeHalfWidth * hingeAxisRel1; Vector3 relPos1b = hingePosRel1 - hingeHalfWidth * hingeAxisRel1; float timescale = 1.0f / 20.0f; float allowedDistanceMid = 0.005f; float allowedDistanceSide = sidewaysSlack * hingeHalfWidth; mSidePointConstraints = new ConstraintMaxDistance[2]; mSidePointConstraints[0] = new ConstraintMaxDistance(); mSidePointConstraints[1] = new ConstraintMaxDistance(); mSidePointConstraints[0].Initialise(body0, relPos0a, body1, relPos1a, allowedDistanceSide); mSidePointConstraints[1].Initialise(body0, relPos0b, body1, relPos1b, allowedDistanceSide); mMidPointConstraint = new ConstraintPoint(); mMidPointConstraint.Initialise(body0, hingePosRel0, body1, hingePosRel1, allowedDistanceMid, timescale); if (hingeFwdAngle &lt;= MAX_HINGE_ANGLE_LIMIT) // MAX_HINGE_ANGLE_LIMIT { // choose a direction that is perpendicular to the hinge Vector3 perpDir = Vector3.Up; if (Vector3.Dot(perpDir, hingeDirection) &gt; 0.1f) perpDir = Vector3.Right; // now make it perpendicular to the hinge Vector3 sideAxis = Vector3.Cross(hingeDirection, perpDir); perpDir = Vector3.Cross(sideAxis, hingeDirection); perpDir.Normalize(); // the length of the "arm" TODO take this as a parameter? what's // the effect of changing it? float len = 10.0f * hingeHalfWidth; // Choose a position using that dir. this will be the anchor point // for body 0. relative to hinge Vector3 hingeRelAnchorPos0 = perpDir * len; // anchor point for body 2 is chosen to be in the middle of the // angle range. relative to hinge float angleToMiddle = 0.5f * (hingeFwdAngle - hingeBckAngle); Vector3 hingeRelAnchorPos1 = Vector3.Transform(hingeRelAnchorPos0, Matrix.CreateFromAxisAngle(hingeDirection, MathHelper.ToRadians(-angleToMiddle))); // work out the "string" length float hingeHalfAngle = 0.5f * (hingeFwdAngle + hingeBckAngle); float allowedDistance = len * 2.0f * (float)System.Math.Sin(MathHelper.ToRadians(hingeHalfAngle * 0.5f)); //Vector3 hingePos = body1.Position + hingePosRel0; Vector3 relPos0c = Vector3.Transform(hingePos + hingeRelAnchorPos0, body0InverseTransform);// -body0.Position; Vector3 relPos1c = Vector3.Transform(hingePos + hingeRelAnchorPos1, body1InverseTransform);// -body1.Position; mMaxDistanceConstraint = new ConstraintMaxDistance(); mMaxDistanceConstraint.Initialise(body0, relPos0c, body1, relPos1c, allowedDistance); usingLimit = true; } if (this.damping &lt;= 0.0f) this.damping = -1.0f; // just make sure that a value of 0.0 doesn't mess up... else this.damping = MathHelper.Clamp(this.damping, 0, 1); } /// &lt;summary&gt; /// Register the constraints /// &lt;/summary&gt; public void EnableHinge() { if (hingeEnabled) return; if (body0 != null) { mMidPointConstraint.EnableConstraint(); mSidePointConstraints[0].EnableConstraint(); mSidePointConstraints[1].EnableConstraint(); if (usingLimit &amp;&amp; !broken) mMaxDistanceConstraint.EnableConstraint(); EnableController(); } hingeEnabled = true; } /// &lt;summary&gt; /// deregister the constraints /// &lt;/summary&gt; public void DisableHinge() { if (!hingeEnabled) return; if (body0 != null) { mMidPointConstraint.DisableConstraint(); mSidePointConstraints[0].DisableConstraint(); mSidePointConstraints[1].DisableConstraint(); if (usingLimit &amp;&amp; !broken) mMaxDistanceConstraint.DisableConstraint(); DisableController(); } hingeEnabled = false; } /// &lt;summary&gt; /// Just remove the limit constraint /// &lt;/summary&gt; public void Break() { if (broken) return; if (usingLimit) mMaxDistanceConstraint.DisableConstraint(); broken = true; } /// &lt;summary&gt; /// Just enable the limit constraint /// &lt;/summary&gt; public void Mend() { if (!broken) return; if (usingLimit) mMaxDistanceConstraint.EnableConstraint(); broken = false; } public override void UpdateController(float dt) { if (body0 == null || body1 == null) return; //Assert(0 != mBody0); //Assert(0 != mBody1); if (damping &gt; 0.0f) { // Some hinges can bend in wonky ways. Derive the effective hinge axis // using the relative rotation of the bodies. Vector3 hingeAxis = body1.AngularVelocity - body0.AngularVelocity; JiggleMath.NormalizeSafe(ref hingeAxis); float angRot1;// Vector3.Dot(ref body0.transformRate.AngularVelocity, ref hingeAxis, out angRot1); float angRot2; Vector3.Dot(ref body1.transformRate.AngularVelocity, ref hingeAxis, out angRot2); float avAngRot = 0.5f * (angRot1 + angRot2); float frac = 1.0f - damping; float newAngRot1 = avAngRot + (angRot1 - avAngRot) * frac; float newAngRot2 = avAngRot + (angRot2 - avAngRot) * frac; Vector3 newAngVel1;// = body0.AngVel + (newAngRot1 - angRot1) * hingeAxis; Vector3.Multiply(ref hingeAxis, newAngRot1 - angRot1, out newAngVel1); Vector3.Add(ref newAngVel1, ref body0.transformRate.AngularVelocity, out newAngVel1); Vector3 newAngVel2;// = body1.AngVel + (newAngRot2 - angRot2) * hingeAxis; Vector3.Multiply(ref hingeAxis, newAngRot2 - angRot2, out newAngVel2); Vector3.Add(ref newAngVel2, ref body1.transformRate.AngularVelocity, out newAngVel2); body0.AngularVelocity = newAngVel1; body1.AngularVelocity = newAngVel2; } // the extra torque if (extraTorque != 0.0f) { Vector3 torque1;// = extraTorque * Vector3.Transform(hingeAxis, body0.Orientation); Vector3.Transform(ref hingeDirection, ref body0.transform.Orientation, out torque1); Vector3.Multiply(ref torque1, extraTorque, out torque1); body0.AddWorldTorque(torque1); body1.AddWorldTorque(-torque1); } } public bool HingeEnabled { get { return hingeEnabled; } } /// &lt;summary&gt; /// Are we broken /// &lt;/summary&gt; public bool IsBroken { get { return broken; } } } }</code> </pre></div> 
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				<title>Break a Leg: Re: Break a Leg</title>
				<link>http://jiglibx.wikidot.com/forum/t-174936/break-a-leg#post-602274</link>
				<description></description>
				<pubDate>Tue, 06 Oct 2009 06:23:10 +0000</pubDate>
				<wikidot:authorName>Nox</wikidot:authorName>								<content:encoded>
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						 <p>I guess something went wrong with the download, usually it works fine. But as long as you got to play its all good right? : P</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-174936#post-601039</guid>
				<title>Break a Leg: Re: Break a Leg</title>
				<link>http://jiglibx.wikidot.com/forum/t-174936/break-a-leg#post-601039</link>
				<description></description>
				<pubDate>Sun, 04 Oct 2009 18:56:38 +0000</pubDate>
				<wikidot:authorName>noone88</wikidot:authorName>								<content:encoded>
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						 <img src="http://img18.imageshack.us/img18/6936/imgsh.jpg" alt="imgsh.jpg" class="image" />
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				<guid>http://jiglibx.wikidot.com/forum/t-174936#post-601010</guid>
				<title>Break a Leg: Re: Break a Leg</title>
				<link>http://jiglibx.wikidot.com/forum/t-174936/break-a-leg#post-601010</link>
				<description></description>
				<pubDate>Sun, 04 Oct 2009 18:21:11 +0000</pubDate>
				<wikidot:authorName>Nox</wikidot:authorName>								<content:encoded>
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						 <p>Thats faster then i think ive done it : P Weird about the install, not heard about anyone else having problems with it. What was the problem?</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-174936#post-598682</guid>
				<title>Break a Leg: Re: Break a Leg</title>
				<link>http://jiglibx.wikidot.com/forum/t-174936/break-a-leg#post-598682</link>
				<description></description>
				<pubDate>Thu, 01 Oct 2009 17:09:36 +0000</pubDate>
				<wikidot:authorName>noone88</wikidot:authorName>								<content:encoded>
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						 <p>36sec …</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-174936#post-598673</guid>
				<title>Break a Leg: Re: Break a Leg</title>
				<link>http://jiglibx.wikidot.com/forum/t-174936/break-a-leg#post-598673</link>
				<description></description>
				<pubDate>Thu, 01 Oct 2009 17:01:03 +0000</pubDate>
				<wikidot:authorName>noone88</wikidot:authorName>								<content:encoded>
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						 <p>Hi, your setup seems to be corrupted. With a few tricks i got it working… best time 40sec… :D very nice game</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-174936#post-597260</guid>
				<title>Break a Leg: Re: Break a Leg</title>
				<link>http://jiglibx.wikidot.com/forum/t-174936/break-a-leg#post-597260</link>
				<description></description>
				<pubDate>Wed, 30 Sep 2009 11:41:32 +0000</pubDate>
				<wikidot:authorName>Nox</wikidot:authorName>								<content:encoded>
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						 <p>Took a while but here is a download link: <a href="http://enterprise.nith.no/Break%20A%20Leg%20DEMO.exe">http://enterprise.nith.no/Break%20A%20Leg%20DEMO.exe</a> . You can play using either keyboard/mouse or gamepad depending on what you have avalible (recomend gamepad : P). Hopefully it runs ok on most peoples computers.</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-179414#post-574994</guid>
				<title>TEngine: Re: TEngine</title>
				<link>http://jiglibx.wikidot.com/forum/t-179414/tengine#post-574994</link>
				<description></description>
				<pubDate>Wed, 02 Sep 2009 22:14:08 +0000</pubDate>
				<wikidot:authorName>skybox</wikidot:authorName>				<wikidot:authorUserId>357600</wikidot:authorUserId>				<content:encoded>
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						 <p>OPS Post in the FORUM of TEngine MainSite if you have questions about TEngine Thanks!</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-164053#post-574832</guid>
				<title>Update on my game engine with Jiglibx, bloom + shadows :D: Re: Update on my game engine with Jiglibx, bloom + shadows :D</title>
				<link>http://jiglibx.wikidot.com/forum/t-164053/update-on-my-game-engine-with-jiglibx-bloom-shadows:d#post-574832</link>
				<description></description>
				<pubDate>Wed, 02 Sep 2009 17:49:27 +0000</pubDate>
				<wikidot:authorName>mariscal</wikidot:authorName>				<wikidot:authorUserId>371037</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi everybody, I'm trying to include a bloom effect and shadows into jiglibx but i have some problems, i downloaded bluebomber's code but it was a pretty difficult to search what i'm looking for so here is my problem.</p> <p>I'm using the xna creators bloom effect code but if I import the classes and add the bloom game component to my game the result is like some parts of the game didn't draw and it seems like the Z buffer doesn't work too.</p> <p>I don't know what I have done wrong but is clear that something doesn't work fine, i need help :)</p> <p>Tahirsle, did you comment that you have implemented the bloom effect, could you tell me how you did it please? Thanks!!</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-179414#post-574424</guid>
				<title>TEngine: Re: TEngine</title>
				<link>http://jiglibx.wikidot.com/forum/t-179414/tengine#post-574424</link>
				<description></description>
				<pubDate>Wed, 02 Sep 2009 08:54:18 +0000</pubDate>
				<wikidot:authorName>skybox</wikidot:authorName>				<wikidot:authorUserId>357600</wikidot:authorUserId>				<content:encoded>
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						 <p>Post on the FORM in the portal for TEngine question thanks :)</p> 
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