I just can't seem to get my physics to work as I expect it should.
So, originally I was using the basic PhysicsWorld class but had issues with my objects 'landing' in place and bouncing around without having any impacts occurring - this was not good. So under advice given here I changed to using a FixedStepPhysicalWorld - this seems to fix these issues.
My physics world is defined as such:
So I though this was done and dusted, but then yesterday I tried my game on a freinds more modern phone (I think it was a HTC Sensation S, I've been developing on a HTC Desire) and the physics behave differently. I have a sceen which has some balloons stuck in a area obstructed by some blocks. In my update handler I make my balloons float by doing:
This works great on the desire, but on the Sensation S the balloons have enough force to lift the block that is obstructing them - such the block lifts and the balloons escape and fly away.
Why is this different on the two different devices? How can I make the physics bahave the same regardless of the devices performance capaility?