void postStep ()
b2Vec2 tangentMove (underfood.normal.y,-underfood.normal.x);
b2Vec2 force = tangentMove;
force * = forceMove * underfood.friction;
pedestrian-> ApplyForce (force, underfood.point);
garbage-> ApplyForce (-force, underfood.point);
With this approach, if the object under the naga is very light, it flies with a very high speed .....
I would like to ask how you can most accurately take into account the repulsion of objects under the feet when walking?
If you make jump the aid of a prismatic connection of two bodies, the jump can be carrying a very slow and hard to manageable ....
With the use of force, or momentum problems (which mashtabney) as when walking ....
As the influence of impulses or forces to make one body korektno jump, with the impact?
on this issue, I do not ask for ready-made solutions, but only a hint in the right direction
P.S. I may be poorly formulated question, because of the difficulties of translation
If you write an answer, please, without slang