In cocos2dx c++ version, physics bodies are overlapping each other when I move the bodies using setVelocity. But this does not happen when I use applyForce, but I dont want my character to move like someone is pushing it. I want it to move like how objects behave when using MoveBy. Is it bug or am i doing something wrong. Pls help
nah i nust created physics world and set velocity to the physics body of sprite, nothing else. I think this is happening because im constantly updating velocity with my speed variable but i dont think physics engine should misbehave because of something like this.
I give up on cocos2dx built in physics because it seems like it is not gonna work. So im using box2d now.
I think you mis understood my situation and sorry for my misleading explanation also. Collision is working. But they are behaving like a jelly. It overlaps a little bit and stops. So physics is definetly working but its working as what I expected from collision between static body and dynamic body.