Cocos2d-x supports the physics engines Box2D and Chipmunk and i used it until now via Cocos2d-x objects like cocos2d::PhysicsWorld or cocos2d::PhysicsJoint (we're talking C++ here). Now i want to integrate some custom Joint that is available for Box2D. Also, i experience problems with tunneling at high speed that i hope to get rid of by implementing some objects directly with Box2D (b2World etc.).
Is it possible to define some Box2D objects and just add them to the Cocos2d-X physics? And if it's not, do i have to reimplement the whole physics stuff from world-start to fixture-end? The official Box2D tutorial doesn't mention the native objects at all and seems be a little outdated.