Victor Blomqvist
                                            Victor Blomqvist
                                        
                                    I thought customized joints were an interesting thing to try, so I put together a quick example in this branch: https://github.com/viblo/pymunk/tree/custom-joints Use the joint: https://github.com/viblo/pymunk/blob/custom-joints/dump/joint.py You would need to override...
Just to double check, are you aware that you can have multiple joints between the same bodies? For example use both a SimpleMotor and a PinJoint to rotate a wheel...
FixedJoint is easy to answer, instead of a joint you can add several shapes to the same body. This is one of the reasons its possible to set an offset...
Yeah, that could work. Note that something that might be important is stability. Two shapes to the same body is as stable as a single shape and the shapes will...
Im not sure I understand your simulation. Could you provide one or a couple of pictures to illustrate? Anyway, on top of my head I cant see a reason why...
A basic question to start, how do you move the peg? Just settings its position, which is sort of like teleporting in the real world (if was possible), or something...
Oh.. Maybe it would be better to limit the number of loops to 100 or something, to not let the user get trapped? The reason why the output is text...
Thanks for the report! I didnt realize that sensors also produced arbiters, but with 0 contacts. I have committed a fix that will be included in next Pymunk that handles...
Just a FYI: I just released Pymunk 6.7, which includes an addition to batch API that will let you set many properties on the bodies with a similar batch API...
Some more research and I see that the bodies have their velocities updated by the constraint as well.. So it should be reset. On the other hand, it is valid...