Make sure you're not confusing my "objects shooting out of the water" with objects just "bobbing wildly". What was happeinging to me was that objects would fly off in some random direction at a crazy speed and spinning wildly. "bobbing
wildly" is just crazy bobbing :)
I only had this problem when I converted Farseer code to Physics2D.NET, so I thought it was just my conversions and not the actual code itself.
The objects bobbing wildly is still a problem I suppose. The Physics2D.NET Fluid controller doesnt have this problem, it works very smoothly, but it works by afffecting objects below a line, so no waves or custom shapes. Because of using a line to determine
when to affect objects, it had a whole different code for calculating the centroid and force etc, which I couldnt manage to modify to use a custom shape which is why I used the Farseer code. Maybe someone who understands the code could take a look at it though.
Another thing I noticed which might affect it(not that I understand much of it anyway, this was just a thought I never tested) is that the Physics2D.NET fluid affected the corners of the object that were underwater, while the Farseer code affects every vertex
of the object. I never tested this though, but I thought it might produce different results.
If you're really interested in this, I suggest you contact Jono Porter from
Physics2D.Net, as he wrote the Physics2D.NET code and solved my above problem. He might be able to help.