The 3D part is responsible for handling our physics world. It is in charge of the simulation controlling how the objects react when colliding or some forces are applied, we use a list of objects for that purpose. Inside there is logic which dictate how objects should interact each other, which primitives has collision and how do we update the position of each non-static object. It is the main reference to work with the physics3D where you can see all the current available features, and is constructed in an easy-way to use, through a friendly interface we provide everything the user requires without letting know complicated details about physics. Everything is pretty well commented so it makes easier to understand each function, parameter or variable we are using. In case of being interested about the work-flow process or how do we do it, the module is plenty of explanation.
The physics engine comes with a stuff like Joints and basically they are mapped through different physics engines. For report on different joint support check just below.
Delta engine comes with both implementation of JigLibX and Jitter, both of them are well supported, but in some way Jitter seams to be faster than JigLibX and support more shapes (like cone, cylinder and even 3D compound shapes). Both of the supports
Windows 7 and of course
Xbox 360 support. Good overview of physic engines and ones that work in .NET:
http://www.digitalrune.com/Support/Blog/tabid/719/EntryId/30/Physics-Engines-List.aspx
More info about JigLibX can be found at:
JigLibX on Codeplex and
JigLibX wiki
About Jitter you can see here:
Jitter homepage
Supported Shapes by each physics engine:
Circle = Farseer
Rectangle = Farseer
Ellipse = Farseer
Polygon = Farseer
Compound = Farseer
Gear = Farseer
Box = Jitter, JigLib
Sphere = Jitter, JigLib
Plane = Jitter, JigLib
Capsule = Jitter, JigLib
Triangle = Jitter, JigLib
Terrain = Jitter, JigLib
Cone = Jitter
Cylinder = Jitter
Supported Joint by each physics engine: Angle = Farseer
FixedAngle = Jitter
PointOnLine = Jitter, JigLib
PointOnPoint = Jitter, JigLib
PointPointDistance = Jitter
SingleBodyPointOnLine = Jitter
Hinge = Jitter
Prismatic = Jitter