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…..
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…
… also, if the vine is not swinging at all (Vine.Velocity.Length() < MinimumThreshold), the players velocity is transferred to the vine and gets the vine swinging (0:56 into the video)
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)
Scaled and Rotated OcTree and some falling boxes (not as cool now that you have seen the other stuff)