I have two questions, one as the title said, I have a dynamic entity (a sphere) and, in a maze, when the sphere is blocked by a wall, the LinearVelocity in the related direction stay as it was before (ex linVel.Z = -6.6 when the sphere stop moving).
Is this the expected behavior ? If so, how can I get the actual velocity (knowing a non moving entity should have a velocity = 0 in the 3 ways) ?
Another example could be: I get a car and in front of a wall, the speed is not zero despite car not moving at all, how to get the right speed to display on the speedometer ?
(I can send you my solution if you want).
2nd question: does a CompoundShape made of a List<CompoundShapeEntry> is better when it has less components or not ?
(rephrased: are all the members making a CompoundShape object are merged in some phase ?)
I build walls of a maze using 1x1x1 boxes, and I just wonder if it wouldn't be better to merge walls when possible into longer/wider boxes, so instead of 4 1x1x1 boxes, I can have a 1 1x1x4 box for example.
Doing such a merge doesn't look very easy so I prefer to ask 1st what's best in order to save some effort doing a "non-optimization"

(I create a dynamic entity later on from the CompoundShape)
Thanks a lot.