Developer of Geared here (Bryan Mitchell). I’m actually working on my next Geared game using the Corona SDK. aukStudios is correct in saying that I didn’t use a physics engine to handle the gears in either Geared or Geared 2. It was written in Objective C using OpenGL, and I handled all of the touches, collisions, teeth alignment, and gravity on my own.
The concept isn’t particularly complex when you really start thinking about what gears do. The biggest hint I could give would be that you should imagine gears as circles with and “infinite” amount of friction. My game detects collisions by taking the distance between the center-points and comparing that to the sum of the radii of the two gears.
If you work with that approach for the physics, and align the sprites after all of the physics is said and done you’ll have yourself working “gear physics”. Tooth alignment is an entirely separate part of my game, and comes after dealing with how the gears spin each other and land on each other.
For Geared 3 (If that’s what it’s going to be called), I AM actually using the physics engine in Corona SDK. However, I’m still working with them as circles, and still writing a lot of customized code to assist the physics engine in dealing with these “unique circles.”
Here is a little preview of the new physics. I’m using the old artwork while I code it to save time while the artist draws new art. This is actually only about 300 lines of code in Corona SDK.
https://www.youtube.com/watch?v=MZH4cMUpdkI
edit:
I see the project files you posted contain an interface very similar to my game. I hope that as your game progresses and takes shape that your game becomes something other than a clone of mine. Admittedly, I wouldn’t be that happy about that. It would be great to see a new and unique approach to gear based games available on the app store, and I wish you the best of luck.