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Too Soft RevlotuteJoint

Topics: Developer Forum, User Forum
Jul 29, 2013 at 3:43 PM
I have a component in my game that has a revolute joint with a static entity - and it's too soft. The object connected to the revolute joint gets pushed away from the anchor point. The problem can be seen about 10 seconds into this clip;

The problem doesn't occur in Box2d, but it might be some kind of setting at my end. Is the FixedRevoluteJoint more solid than the non fixed version attached go static geometry?

I create my physics objects in R.U.B.E. and export them as json - and then import them into farseer, and R.U.B.E. doesn't support the FixedRevoluteJoint, so it will be hard to use that instead.
Jul 29, 2013 at 11:53 PM
The fixed revolute joint is just a hack that removes the need for a second body, and it should also happen in Box2D, as the joints are exactly the same. It happens because the joints are solved using an iterative solver. To make it more stiff, try upping the iterations inside Settings.cs, use a smaller timestep or adjusting the density of the objects so that this does not happen.
Jul 30, 2013 at 9:01 PM
ok, thanks, I'll try to tweak those settings!