I was going to create a topic to ask my question, but the project I included might be useful to some people, so this seems like a good place. I'm creating a system to allow the user to build various structures out of several fixtures. Currently I'm just using squares. In the included project, you can move fixtures around by clicking on nodes that are attached to them. If you drag and release a node from one fixture, onto the node of another fixture, you can create a joint between the two fixtures. I didn't attach the nodes to the fixtures using joints, but instead the nodes move the fixture directly, and the joints you can create are connected to the fixtures not the nodes, the nodes are just an interface.
This all works pretty well, but one undesired result is that the entire object you create isn't stiff enough. The easiest way to see this is to connect all of the squares together in a row. When you move the resulting object around from one point, the rest of the fixtures lag behind. The entire object acts like jello or something. As fun as jello is, it's not the result I'm looking for. I would like all of the fixtures to be stiff like one solid object.
I've tried using all of the different joints, changing fixture properties, and changing the physics update speed / iterations. The latter made it feel a little more stiff, but not enough. I haven't been playing with physics for very long, so some insight on this issue would be appreciated. The project itself demonstrates how to do a couple simple things like dragging objects with the mouse or with joints, so that might be useful to some.Download
It wasn't coded to be user safe, so don't deliberately try to break anything, or you'll just end up with a pile of twitching fixtures.
Edit : objBody is the one used in the room, objEditBody was just a test for something, so just ignore that object.
Edited by JumpMan16, 31 May 2012 - 01:49 AM.