this way i can have a camera that receives physics. my current code consists of the following:
camera = BodyFactory.Instance.CreateRectangleBody(physicsSimulator, player1_torso_Texture.Width, player1_torso_Texture.Height, .0001f);
camera.IgnoreGravity = true;
camera.Position = player1_torso.Position;
camera_joint = JointFactory.Instance.CreateSliderJoint(physicsSimulator, camera, camera.Position, player1_torso, player1_torso.Position, 0, 4f);
It works all good, but there doesn't seem to be a maximum distance they lock apart at. If i slam my player down on a clip brush really hard, my camera flies downward, instead of meeting player1_torso.Position "4" units away (described in the last
argument of the last line of code).
Also, i am assembling my player's body this way sorta. I tack the player's arm onto the body, but it still seems to fly off the player under extreme conditions.