Fourteen. That’s the number of different joint types in the Farseer physics engine. When I started porting it from XNA to OpenTk and glueing it into Duality they were pretty much left out entirely. Who needs joints anyway? Well. As I quickly found out myself, any kind of game that uses physics beyond collision detection is likely to need some kind of joint somewhere. Constructing doors, cars, buttons, hanging bridges, ragdolls, gears, ropes, moving platforms or even physical player characters – all more or less impossible if certain joint types are missing. So I spent some more time on physics than I planned to and integrated them all into Duality. And created a little physics demo for you to play around with.

You can get it here.