Interpolating 2D Rotations

I’ve had this issue in past 2D games all the time. The ability to interpolate 2D rotations for basic animations for anyone that doesn’t understand quaternions becomes a rather laborious task. I’ve done messy if-then statements to try to catch all the cases where rotation hits the ‘360 to 0’ boundary and it’s always ugly and seemed like there had to be a more mathematically correct way to interpolate a circular value....

July 26, 2009 · Alex

Farseer.BMX Update (v 1.1)

I was made aware of a serious issue with detecting collisions between TGeom’s recently. While it did not affect anyone who was using the engine and letting the TPhysicsSimulator run and manage collisions and dynamics, anyone who wished to use Farseer.BMX’s collision routines separately by calling TGeom.CollideWithGeometry() ran into issues. The code has since been fixed and updated. Please update your Farseer.BMX module so you can continue using it without this annoying bug....

October 14, 2008 · Alex