Thanks for the write up, Walter. Glad to see these issues finally getting some attention. Indeed, I’ve been able to work around *most* of my problems with ragdoll simulations with careful tweaking of mass/density parameters of each body part. Still, some issues remain, and your comments raised a couple questions for me:
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If Corona uses pixels instead of meters to determine the physics scale factor how does that jibe with the cross-platform, retina vs. non-retina display issues we as developers have to contend with? Wouldn’t that mean physics will behave differently on an iPhone 3GS vs. a new iPad with Retina? I’ve noticed some differences in physics behavior between devices and wonder if this is the root cause, and if so, how to work around it.
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Treating the physics simulation as if it was the real world is generally good advice, but I would say in a “typical” use case absolute reality is not the ultimate goal, and is often a reason why the physics simulation results in unwanted effects. For example, in my game, the ragdoll gets flung around and sometimes catches a limb (or her head) on an immovable brick, causing her to be temporarily dismembered. Sure, in the real world such a collision would result in a headless ragdoll, but that’s NOT the effect I want in my game world. I want the added realism that a ragdoll/physics simulation provides, but I want to be able to control that realism under certain extreme situations. It seems like, at least in the current implementation of Box2D in Corona, these are opposing goals, but any advice towards achieving both would be appreciated. [import]uid: 9422 topic_id: 3208 reply_id: 110514[/import]