i just started playing with chipmunk and must say that so far i like what i see. I am rather new to
physics implementation (tho i got a not too bad background) and hence i got some general questions
as well as some rather specific questions when comparing chipmunk to other engines.
As a bit of info i am an absolute Ski Stunt Simulator lover and that is the main "Force" driving me

I got a bunch of conceptual ideas that will follow a similar path. So basically i am looking to implement
a control scheme similar to Ski Stunt Sim or Diver. This involves a very basic Ragdoll that is controlled
by the user's mouse (up/down = stand/crouch and left/right = lean).
I have taken a look at the Farseer Engine (wich was used by its creator to implement Diver) and it seemed
pretty straight forward for what i plan, but i dont really want to use XNA or Silverlight so i started looking
at other engines.
First of all regarding the general Joint Setup. If i am to create a Ragdoll to be controlled by the mouse, how
would i best create it ? Farseer has a rotational Spring together with a revolute joint that has limits. The
rotational Spring also has a dynamic targetangle. That seems pretty straight forward to me, but how would
i create a similar setup in Chipmunk?
Also if i was to create a bike game for example how can i apply torque ? I only found linear force in the Docs.
And was looking for something like a "motor" force.
And generally how would the Graphics and the Physics Stepping best be synced ? If i go the recommended route
of a fixed time step what is a good way to sync it with the GFX ? I assume best would be having a Physics Loop
that also has the drawing code after updating ?
Thanks a lot in advance and sorry if i missed something obvious in the docs,
Thorsten
Thorsten