I'm working on a 2D game trying to get a "cloud" of a few hundred tiny cubes or discs to follow my mouse cursor without overlapping each other.
However, using the physics engine introduces performance sluggishness as the number of discs grows and the collision detection is generally wonky.
Is there an easy way to optimise the engine for this kind of thing? If not, would I be better off just switching the engine off and writing something of my own? (Clutching at straws here, but:) Are there any good resources or examples on how to do this?