you will also need to calculate the force needed to neutralize any
tangential velocity and apply it.
I'm pretty sure this will work.
The logic class you want to use is MoveToPointLogic.
the code is in the svn.
Thanks so much for your help with this. There is little chance I
would've been able to put this together.
It seems to be working pretty well. The only issue I'm running into is
that the condition to stop it is never reached... any ideas? It
actually seems to overshoot the target, and then very slowly move
backwards.
if (distance < Math.Abs(step.Dt * (step.Dt *
maxAcceleration - Math.Abs(velocity))))
{
body.State.Velocity.Linear = Vector2D.Zero;
body.State.Position.Linear = destination;
this.Lifetime.IsExpired = true;