I'm playing with Chipmunk since a couple of days now and i found it quite easy and nice, so first thanks a lot to his author
Now i'm using the CPSlideJoint joint type to create a nice chain which work perfectly.
I can attach them to bodies and static bodies with infinite mass (i hope it's a good setup for static bodies).
But when i attach the end of this chain to a dynamic body that I control
and when o try to pull the string to his maximum every links stretch and tremble.(think about the chomp thing in mario)
I try to stop this by changing the iteration step and set the max CPSlideJoint to a reasonable maximum (just before Gaps).
So here's my questions :
- How can i determine which joint has too much streching force so i can break it ? (I think about compare distance between GetBodyA and GetBodyB but...)
- How can i stop stretching gaps appearing with my chain when breaking is unwanted ?
I also made a long tails to my player with 2 CPPinJoint from A to B and from B to A which seem's to be the only way i know to stop the streching gaps problem when is tails get stuck. But this require 2 Joint for each link and it's probably not the best solution.
Can you help me please ?
Thanks
(i'm using blitzmax)
By the way, is Chipmunk still in development ? Cause there is no more noise here or on the front page... Would love a solution for the Elastic shapes stacking problem