Matali Physics 1.0 released
we just got word that Matali Physics 1.0 is now available for download.
The engine was in the works for 19 months. During this time, the Matali team worked hard on adding new features, significantly improving the clarity and consistency of the API and providing support for multiple platforms including Windows Phone 7.
The guys at Komires would like to thank all the people who tested the RC versions and provided them with comments and suggestions.
Matali Physics 1.0 can be used free of charge to create non-commercial, cross-platform games for .NET and Mono, providing comprehensive support for the following areas:
* Shapes and meshes
* Continuous collision detection
* Materials
* Constraints
* Scene and objects management
* Camera and objects control
* Character controller
* Vehicle dynamics
* Terrain and water surface
* Force fields
* Point cloth dynamics
Article: XNA Farseer Platform Physics Tutorial
by Roy Triesscheijn
Today I’m going to introduce you to a neat 2D physics engine for XNA called Farseer. With the help of this 2D physics engine we are going to create a small platform ‘game’ while introducing the important concepts of Farseer like bodies, geometry, joints and springs.
By the end of the tutorial, you'll be able to build something like:
Matali Physics supports Windows Phone 7
We received word that the latest build of Matali Physics now supports Windows Phone 7.
From our informant: Matali Physics is an advanced, cross-platform, fully managed 3D physics engine, intended for the .NET platform. The latest build of the engine introduces support for Windows Phone 7. The available demo also shows the full physical 3D UI on Windows Phone 7.
You can try for yourself on the Matali Physics page.
Jitter Physics
Via Corporal X comes the word (well, sort of: I heard of this thing before, just were too lazy to actually post it here – looking at the news stream tells me that I am not alone on the slacker front, though) about a new, shiny and managed only physics engine named Jitter Physics. Says their PR:
Jitter is a fast and lightweight managed engine written entirely in C#. It includes it's own math framework and does not rely on third party software. The engine was written by the author of JigLibX. Jitter has some additional features including an interface following the .NET coding guidelines.
It is currently in beta and word is that “it is about 100% faster than JibLibX but also much more stable when stacking objects. It supports more default shapes (example: cone, cylinder) and it's code is just nice
What is missing at the moment is vehicle and terrain support”.
Henge3D Physics Library for XNA
There’s a new Physics engine targeting the XNA FX (hat tip to to Nick Gravelyn for the discovery):
Project Description
Henge3D is a 3D physics library written in C# for XNA. It is implemented entirely in managed code and is compatible with the XBOX 360.
Overview:
- Rigid body simulation with collision detection, response, and approximated friction.
- Supports collision skins consisting of arbitrary convex polyhedra, spheres, capsules and planes. Collision detection against triangle meshes is also supported.
- Supports a number of constraints, including body point constraints, revolute joints, universal joints, prismatic joints, etc.
- Multi-threaded collision detection and collision response.
- Ability to import collision skins from Blender and potentially other modeling programs.
- Supports ragdolls using collections of rigid bodies with constraints (see the Holodeck program for examples).
More 2D collisions
After Glenn's Rotated Per Pixel Collision, George "good MVP that everyone likes" Clingerman just released a new sample that shows how to use the Separating Axis Theorem to implement 2D Rotated Rectangle Collision. Read all about it on his site.
Oops! 3D Physics Framework – V0.6
Oops! 3D Physics Framework has released an update over on codeplex. V0.6
Codeplex Project Link
There hasn't been an update since Mar 22nd so it looks like a significant update.
Check out the home page for more information
Article : Verlet Integration Particles
by Gorion

This article will show you what VIP's (Verlet Integration Particles) are and how to make them. If you look it up on wikipedia you can see that the math behind the concept is quite complex. While it's not in the scope of this article to explain the math, I will give you a good website which, in my opinion, explains it really well.
