@MrTAToad
The physics system is in no way tied to a graphics system. The demo application just has a lot of support classes to help ease the visualization of the physics bodies by encapsulating the rendering and physics together. Also, when trying to render physics bodies with your own images keep in mind Farseer does all rotational calculations in radians. So a call to "GetRotation()" will return a radian value. There is a MathHelper class for easy transformation between the two (ToDegrees(), ToRadians(), etc) along with other useful functions.
@Htbaa
Glad to hear it works well on Linux and Mac. I'm pretty impressed with Blitzmax's ability to 'just work' on multiple platforms if you stay within the native set of commands :D. I'll have a bmx module out soon. Personally, I'm not using the physics engine as a module, as a lot of times I end up tweaking the innards of the engine to help make the 'game for fun' (ie platformer games rarely obey physics engines 100% if at all), so the physics engine ends up being modified for game-specific needs, which becomes inconvienent for development if it's a module. But that's just me. For those that wish to just keep the physics in 'vanilla' form, then I can see why they wish to have it as a module.
The physics system is in no way tied to a graphics system. The demo application just has a lot of support classes to help ease the visualization of the physics bodies by encapsulating the rendering and physics together. Also, when trying to render physics bodies with your own images keep in mind Farseer does all rotational calculations in radians. So a call to "GetRotation()" will return a radian value. There is a MathHelper class for easy transformation between the two (ToDegrees(), ToRadians(), etc) along with other useful functions.
@Htbaa
Glad to hear it works well on Linux and Mac. I'm pretty impressed with Blitzmax's ability to 'just work' on multiple platforms if you stay within the native set of commands :D. I'll have a bmx module out soon. Personally, I'm not using the physics engine as a module, as a lot of times I end up tweaking the innards of the engine to help make the 'game for fun' (ie platformer games rarely obey physics engines 100% if at all), so the physics engine ends up being modified for game-specific needs, which becomes inconvienent for development if it's a module. But that's just me. For those that wish to just keep the physics in 'vanilla' form, then I can see why they wish to have it as a module.