I've recently started a project at my university with twelve other people where we are developing a game in XNA (we're all game development students) and I am the 'lead' programmer so to speak. We've decided to use JigLibX as our physics engine since it is supposed to work well with XNA.
So far it has seemed pretty good, although somewhat lacking in tutorials. I took a sneak peak at the JiggleGame and tried to figure out how that worked and then tried to implement it into our own little "engine" by including the JigLibX.dll and using the interface for it.
Now, I've run into trouble using TriangleMeshObject, it doesn't seem to work properly, or at all. In my demo I've made a BoxObject for ground (since PlaneObject didn't work either) and on top of this I've stacked 9 boxes and I then drop a tenth box on top of them to watch them all crumble. Now, when the tenth box is an actual box it drops down from the sky, hits the other boxes and collisions are detected. However, if the tenth box is changed to a TriangleMeshObject it no longer falls down from the sky.
I've pretty much used the code straight off from the JiggleGame project as far as the different PhysicsObjects go, and currently I'm at a loss to what causes this. Also, if the ground is made into a PlaneObject - boxes fall straight through it.
Any help at all appreciated and sorry for the wall of text.