title: Box2D rope, Javascript vs Objective-C
body: <p>I had a question for the experienced fellers. I'm trying to produce a game where you move an object with a chain hanging below it, I'm using Box2DWeb and EaselJS with HTML5/CSS and I plan on wrapping it with PhoneGap once I get it running properly. I've been testing on OSX Google Chrome which works great, and iOS Safari and have found I am already running into a performance issue on the iPhone with the chain - having profiled it, it is the biggest culprit.</p>
  
  <p>It is a series of 25 small bodies linked together by revolute joints. I've played with a ton of different methods (including rope joints) and this is the way I get the least stretch and bounce (I want it to be a rope). I wondered for a start - does anybody know of a better way to produce rope with Box2D? And for two, other than reducing step iterations, reducing link bodies etc, is there any way to do it without sucking performance?</p>
  
  <p>And my MAIN question for the guys who know a bit about PhoneGap/JS games - is a 25body chain at 30fps asking too much of this implementation? Or might I get away with it?</p>
  
  <p>I know AS3.0 well and JS 'OK', I think starting over in ObjectC/C++ will turn this into a year long project as I don't even know the first thing to ask Google...</p>
  
  <p>Thanks in advance!
  Josh</p>