Good points 
As far as the @#$@#%@#@!#%@! tunneling ya, it’s PISSING ME OFF to no end. I hate that I have to compromise my gameplay to bed to the will of this issue. I think from what my noob mind can understand is something to do with “math rounding”. I see in Cocos2d people do “time stepping” and some other stuff.
I’ve even “invented” what I call the “MLMOCD” or multi layer multi object collision detection. If you have a circle that is radius 30. Then I would have another circle embedded in that circle with a radius of 20. I would then put sensing logic that states something like if inner circle is within 8 pixels of a wall then apply linear damp of .30 or something like that.
So if the radius was 20 and the inner ball was 10, then I would take the space in between and minus a few pixels. That way, when the ball “absorbs” into the wall there would be some counteraction to it.
Oh wait theres more. Well, that only works so well in my play mechanic ALL objects are dynamic, and I have 100’s of pivot welds etc. MLMOCD works well on other games I’m working on but I wrote it for this current project and well, it’s not doing that hot
haha. I thought cocos2d would be better, it wasn’t. I built out in Unity3d pro as well, performance was crappy though since I was forcing a 2d field in a 3d world. …grrrrrrrrrr.
Back on topic, I went ahead and nilled out all references (just in case) hahah. [import]uid: 61600 topic_id: 24627 reply_id: 100491[/import]