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is there a proper way to limit the speed of a p2 body?


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I use a limiting function inside the update loop. The correct way would be to place the limiting function somewhere inside p2's substep loop which is called multiple times (10 by default) during a single render update. The constraining happens far too late in the update loop and that's why you might run into tunneling or some kind of jittering especially during lower frame rates. It should be fine in most cases so it's worth a try.


Here a small example based on the mentioned thrust example:





and here is the code:
function constrainVelocity(sprite, maxVelocity) {  var body = sprite.body  var angle, currVelocitySqr, vx, vy;  vx = body.data.velocity[0];  vy = body.data.velocity[1];  currVelocitySqr = vx * vx + vy * vy;  if (currVelocitySqr > maxVelocity * maxVelocity) {    angle = Math.atan2(vy, vx);    vx = Math.cos(angle) * maxVelocity;    vy = Math.sin(angle) * maxVelocity;    body.data.velocity[0] = vx;    body.data.velocity[1] = vy;    console.log('limited speed to: '+maxVelocity);  }};
 constrainVelocity(sprite, 200);
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