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		<title>Showcase (new threads)</title>
		<link>http://jiglibx.wikidot.com/forum/c-33556/showcase</link>
		<description>Threads 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</guid>
				<title>Aether</title>
				<link>http://jiglibx.wikidot.com/forum/t-201113/aether</link>
				<description>Gameplay video for our IGF 2010 submission</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</guid>
				<title>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</link>
				<description>RC-AirSim, the r/c model airplane flight simulator on Xbox 360 Indie Games uses JigLibX for the plane crash effect.</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</guid>
				<title>Skinned Mesh Ragdoll</title>
				<link>http://jiglibx.wikidot.com/forum/t-191408/skinned-mesh-ragdoll</link>
				<description>Just a first pass at mixing animation and physics</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</guid>
				<title>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</link>
				<description>I&#039;m a professional freelance programmer of 9 years. Recently quit my job to work full time on gave development and maybe make something of it. Here are a few videos of my implementation of JibLibX</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-189566</guid>
				<title>Updated Hinge Controller</title>
				<link>http://jiglibx.wikidot.com/forum/t-189566/updated-hinge-controller</link>
				<description>Rotated actors for use on hinge fix.</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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				<guid>http://jiglibx.wikidot.com/forum/t-179414</guid>
				<title>TEngine</title>
				<link>http://jiglibx.wikidot.com/forum/t-179414/tengine</link>
				<description>Game Engine for XNA 3.0</description>
				<pubDate>Mon, 31 Aug 2009 18:02:41 +0000</pubDate>
				<wikidot:authorName>skybox</wikidot:authorName>				<wikidot:authorUserId>357600</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi, first sorry for my bad english! hehe<br /> Now i explain for you my 3D Engine that use the JigLibx Tecnology for collisions, and in future i hope for evryone in the engine.<br /> I've modify one geometry class for work correctly with my 3d editor.<br /> In TEditor2 you can pose the FBX model and after with the trianglegeometry, i create the vertexmap for collision with some adjustment that i have insert in TriangleMesh Class.<br /> The result is visible if you download the FPSGAME project and test it<br /> Bay and Thanks at the JigLibx Staff for the very good engine.</p> <p><a href="http://tenginegame.com">http://tenginegame.com</a></p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-174936</guid>
				<title>Break a Leg</title>
				<link>http://jiglibx.wikidot.com/forum/t-174936/break-a-leg</link>
				<description></description>
				<pubDate>Mon, 10 Aug 2009 09:58:46 +0000</pubDate>
				<wikidot:authorName>Nox</wikidot:authorName>								<content:encoded>
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						 <p>Over the summer i have been taking part in a student games production competition called Dare to Be digital. I have been responsible for the physics part of the game and before we started i was told about JigLibx and decided to try to use it in the game. The project is coming to an end so i thought i would make a post here to show you what we have made and give some thanks for the great work that has been done developing this physicsengine. Throughout the project we have had some problems with the physics but most of the turned out to be caused by my own noobishnes : P This has been my first time working with C# and with 3D gameplay and i am very happy with how things have turned out. The end result has taken me, two other programmers, one designer and one artist about nine weeks to produce.</p> <p>Gameplay video: <a href="http://www.youtube.com/watch?v=szBYYgnjz7k">LINK</a></p> <p>Game trailer: <a href="http://www.youtube.com/watch?v=ZinGHFwJU7k">LINK</a></p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-170598</guid>
				<title>Square Engine</title>
				<link>http://jiglibx.wikidot.com/forum/t-170598/square-engine</link>
				<description>FPS Engine</description>
				<pubDate>Mon, 20 Jul 2009 15:07:43 +0000</pubDate>
				<wikidot:authorName>squidleon</wikidot:authorName>				<wikidot:authorUserId>337128</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi all,<br /> I'm making a FPS Engine currently is in alpha state.</p> <p><a href="http://squareengine.codeplex.com">http://squareengine.codeplex.com</a></p> <p>I need help for develop this project :)</p> <p>thanks squid</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-164053</guid>
				<title>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</link>
				<description></description>
				<pubDate>Sun, 21 Jun 2009 02:04:56 +0000</pubDate>
				<wikidot:authorName>Bluebomber357</wikidot:authorName>				<wikidot:authorUserId>333420</wikidot:authorUserId>				<content:encoded>
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						 <p>Check it out, jiglibx is a great place to start building a game. I've been adding stuff with my free time. Last week I added bloom, which was pretty easy. Recently I added shadow mapping, check it out! Make sure you watch it in full-screen :)</p> <p>NOTE: The shadows are pixelated because my Geforce 8600&nbsp;GT can only handle a 2048 shadow map, my level space is really big (i'll make something smaller in the future), and I don't feel like grinding out cascaded shadow maps :)</p> <p><a href="http://www.wegame.com/watch/update_of_my_game_engine/">http://www.wegame.com/watch/update_of_my_game_engine/</a></p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-154714</guid>
				<title>Juke</title>
				<link>http://jiglibx.wikidot.com/forum/t-154714/juke</link>
				<description>A physics-based ball rolling game made using JigLibX</description>
				<pubDate>Sun, 10 May 2009 08:07:22 +0000</pubDate>
				<wikidot:authorName>Tw1ster</wikidot:authorName>								<content:encoded>
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						 <p>Hi All,</p> <p>Thought i'd fill up the showcase abit - has no one else actually made anything with JigLibX?? Well, here is the game I developed. It was for my final year university work and so won't be making an appearance on Community Games (although I'm pretty sure JigLibX is still not up to decent performance on Xbox is it?).</p> <p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/deizfATzhcY&amp;hl=en&amp;fs=1" /> <param name="allowFullScreen" value="true" /> <param name="allowscriptaccess" value="always" /> <embed src="http://www.youtube.com/v/deizfATzhcY&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344" /></object></p> <p>All physics and collisions are handled using JigLibX.</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-154156</guid>
				<title>Multithreading?</title>
				<link>http://jiglibx.wikidot.com/forum/t-154156/multithreading</link>
				<description></description>
				<pubDate>Thu, 07 May 2009 17:34:23 +0000</pubDate>
				<wikidot:authorName>noone88</wikidot:authorName>				<wikidot:authorUserId>91802</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi, I made some tests with JigLibX using internal multithreading within the engine… <strong>It's far from being optimized or even stable</strong>. The compiled versions can be found here:</p> <p><a href="http://jiglibx.wikidot.com/local--files/forum:thread/mt.zip">http://jiglibx.wikidot.com/local--files/forum:thread/mt.zip</a></p> <p>Please run both demos (normal und multithreaded) and tell me your framerates and processor counts. Just start it, wait 5sec and write the fps down.</p> <p>For me its:</p> <p>MT: 30 fps<br /> NT: 20 fps<br /> processor count: 4</p> 
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				<guid>http://jiglibx.wikidot.com/forum/t-144499</guid>
				<title>Glasshouse Game</title>
				<link>http://jiglibx.wikidot.com/forum/t-144499/glasshouse-game</link>
				<description></description>
				<pubDate>Sat, 04 Apr 2009 17:48:02 +0000</pubDate>
				<wikidot:authorName>noone</wikidot:authorName>								<content:encoded>
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						 <p>… came across this amazing game using JigLibX for physics. Had much fun playing it so I have to post here.</p> <p><a href="http://rocktopusgames.com/">http://rocktopusgames.com/</a></p> <p><object width="400" height="270"><param name="allowfullscreen" value="true" /> <param name="allowscriptaccess" value="always" /> <param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3681580&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /> <embed src="http://vimeo.com/moogaloop.swf?clip_id=3681580&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="270" /></object><br /> <a href="http://vimeo.com/3681580">Official Glasshouse Trailer</a> from <a href="http://vimeo.com/user785943">Rocktopus Games</a> on <a href="http://vimeo.com">Vimeo</a>.</p> 
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