SFML community forums
Bindings - other languages => DotNet => Topic started by: Mister on August 25, 2013, 11:21:02 pm
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I made a little blog post about using Box2D C# (Box2DX) with SFML .Net.
http://mistermage.wordpress.com/2013/08/25/snippet-box2d-with-sfml-net/
Let me know if it helped you out in anyway :)
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Well I was expecting to see some code examples and comments :-\ Not just a link to another blog and a project download :'(
Anyways you can apply most (if not all) Box2D examples to the .NET bindings of Box2D.
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The Box2D version that Box2DX is based on is from ~2009; so I am not sure how many of the modern examples would be applicable.
And there is a PasteBin link about halfway through my blog post that has all the code you want to see ;)
It is only a little snippet after all; the code in the pastebin is commented. I get what you mean though, I could make another post to comment more in-depth if need be?
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Any news?
I found that box2dx cannot handle properly colisions between circle and rectangle body shape. May be anyone know on how to fix it
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I tried using Box2DX at first, I got strange assertion failures when creating polygon colliders.
I now use Farseer physics, which works like a charm!
It is based on box2d but has some additional features and is written in C#.
I just changed the source abit (replaced all namespace Microsoft.Xna.Framework with Farseer)
That way it has nothing to do with XNA anymore (not that it did, was just a namespace).
https://farseerphysics.codeplex.com/
p.s. if anyone is interested, I wrote a SFML version of the debug view thing.
http://pastebin.com/L8jsKq9n
Just use your render window instead of m_game.m_Window