I apologize if this has already been discussed in the forum already, but my searches were somewhat fruitless.
I'm trying to implement a feature that behaves like a pinball flipper. I want to be able to swing an object about a point and have it collide with appropriate momentum with other bodies. The naive way that I have already implemented, is obviously not working. I determine the correct orientation and location and in in my controller I call MoveTo(). This has the expected effect of not accounting for momentum of the flipper and a lot of penetration. I suspect that the correct way would be to have a hingeconstraint and apply forces in the controller. But, as obvious as this sounds, I worry about the level of control I will get from the controller. I would like to be able to minimize any laggardness between stick movement and flipper representation.
If anybody has dealt with a similar issue or has some insight into a good approach I would greatly appreciate it. Thanks in advance.