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Is that normal that while I'm jumping (by a player represented with a circle) on a dynamic bodies (boxes) they are interecting? It seems that there is some kind of diffraction. Is that any way to reduce this? Restitution is set to 0 for all.

The moment caught on a screenshot

The moment caught on a screenshot

And the moment after a collison

the moment after a collison

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A little overlap is to be expectedone with Box2D, try increasing the positionIterations parameter in the call to World.step (also consider experimenting with the velocityIterations parameter).

Increasing these values gives a more stable simulation with less collision overlap, but it comes at a performance cost.

You can also try stepping the World in smaller increments, Gaffer on Games's Fix Your Timestep has a good description on how to decouple the physics time from the render time.

Play around with the values and find the compromise that works best for you.

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