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It doesn't matter what forces you apply, explicitly or implicitly to the joined bodies, the joints will always attempt to restore the relative position/angle of the joined bodies in accordance with the joint type. There are only three ways I can think of for which a joint will stop functioning: The joint is explicitly destroyed using b2World::DestroyJoint ...


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Your density calculation is correct. Either the weight of the human is too much, or you have got to make the human bigger. In real life your human would have more volume or less mass. Which one to select is entirely up to you. And since this is top-down, you can expect to get the wrong density of the human with that formula. If it was a side view game, it ...


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Thanks for asking Narek. I've struggled with understanding these joints in the past, and I'd like to use this answer to clear up some misconceptions. b2DistanceJoint This joint has two input parameters: frequency w, and damping d. Together they define the linear response of the connected bodies. Here I will always consider one body as the ground body (set ...



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