First of all you did a greatjob so far.
I'm currently working on a FPS. I want to use JigLibX for the physics, but now I'm wondering how to do a player class. Is it like a trianglemesh object or like a physic object??? To make it short I don't know how to start the player class.
The common way to do this is to have a capsule for the player and an up-joint to make the capsule "stay". There is currently no up-joint in jiglibX. Blade3D is going to use JigLibX for their physics and they told me, that they have created such a joint, maybe they send me the source or I have to write one. The other option is that you write one yourself.
Yes I was wondering the same thing myself actually as my own little project progresses. We will have to wait for the engine to progress a bit. I'm going to start a how to and just tag it as unfinished so some experienced coder might come along and help write it. I'm no experienced coder, I just make things look pretty :)
It's not hard to do but I have not much time at the moment.. The velocity constraint should do the trick. The problem is that you can't make this constraint stopping angularVelocity only. That was implemented in JigLib and should be only a few lines in the constructor.
An alternative is to create a sphere for the main body, and cast a ray down for the feet. The sphere will then "float" above stairs, uneven terrain, etc. Because spheres are round, you don't need to worry about the orientation of the sphere if you don't want to.