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Farseer is open source. http://farseerphysics.codeplex.com/SourceControl/changeset/view/94324#1436535 /// Warning: You cannot reuse fixtures. If you still want to do this, then try to reproduce some of the steps that Fixture.RegisterFixture() private method does.


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Farseer does ship a physics view, and thankfully it requires very little brain power to implement and use. If you downloaded the "Farseer Physics Engine 3.3.1 Samples XNA" recommended package on their download page, you'd see a lot of examples included. Navigate to (or click these convenient links to the codeplex page :P) ...


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Farseer comes with a debugging environment. There's two ways of doing what you want to do. The first way is reproducing your situation in the test environment they ship. It will show everything of relevance. This is the technique I used for my game. The other way is to integrate the debugging environment they made into your game, this is slightly more ...


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I'd go with spheres. When you grow, add new spheres to the existing ones (at different directions) more to the 'base spheres', less to the farther away ones, organized like this : Sphere B is 100 units from sphere A at "vector" 0.7 ; 0.3 ; -0.4 or just use the final vector 70.0 ; 30.0 ; -40 to connect B to A. You can even predefine the link points on ...


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Probably because it is a property and not a normal member variable. You need to change the entire tray.Position variable like this: tray.Position = new Vector2(tray.Position.X + delta.X, tray.Position.Y); Note that properties are a C# language feature. However this is what Farseer considers teleporting an object and this can interfere with the stability ...



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