private void BuildCar() { JitterDemo demo = this.Game as JitterDemo; World world = demo.World; CompoundShape.TransformedShape lower = new CompoundShape.TransformedShape( new BoxShape(2.5f, 1f, 6.0f), JMatrix.Identity, JVector.Zero); CompoundShape.TransformedShape upper = new CompoundShape.TransformedShape( new BoxShape(2.0f, 0.5f, 3.0f), JMatrix.Identity, JVector.Up * 0.75f + JVector.Backward * 1.0f); CompoundShape.TransformedShape[] subShapes = { lower, upper }; Shape chassis = new CompoundShape(subShapes); //chassis = new BoxShape(2.5f, 1f, 6.0f); carBody = new DefaultCar(world, chassis); // use the inertia of the lower box. // adjust some driving values carBody.SteerAngle = 30; carBody.DriveTorque = 155; carBody.AccelerationRate = 10; carBody.SteerRate = 2f; carBody.AdjustWheelValues(); carBody.Tag = BodyTag.DontDrawMe; carBody.AllowDeactivation = false; // place the car two units above the ground. carBody.Position = new JVector(0, 5, 0); world.AddBody(carBody); }