Thanks for your ongoing interest in this! Makes me proud that you like it that much
First of all let me tell you that I'm planning a complete re-write of this library sometime around next month! I have some really great ideas for improvements!
One of them is a visual front-end (I've seeen you're creating some kind of simulation editor on your own already! Awesome!), on which I will elaborate more later, but let me tell you it's already in progress. Plus there are some new demos for vehicles, ragdolls, raycasting, etc. that will ship with the next release.
Now to your questions:
Quote: "what is the Max Angular Speed set by default?"
The max angular speed is 200.0 by default.
Quote: "Can you elaborate the use of AddJoint(int a, int b); What is the use of it?"
Don't know where you have that from, but there is no such command!
There are only these:
void AddJointFixed( int object_A, int object_B );
void AddJointBall( int object_A, int object_B, float x, float y, float z );
void AddJointHinge( int object_A, int object_B, float x, float y, float z, float axis_x, float axis_y, float axis_z );
void AddJointSlider( int object_A, int object_B, float axis_x, float axis_y, float axis_z );
void AddJointUniversal( int object_A, int object_B, float x, float y, float z, float axis1_x, float axis1_y, float axis1_z, float axis2_x, float axis2_y, float axis2_z );
void AddJointHinge2( int object_A, int object_B, float x, float y, float z, float axis1_x, float axis1_y, float axis1_z, float axis2_x, float axis2_y, float axis2_z );
void AddJointPiston( int object_A, int object_B, float x, float y, float z, float axis_x, float axis_y, float axis_z );
The use of them is to create joints (think of physical connections between two bodies) of the various types. For example a hinge joint could be used to build a swinging door or a ball joint for a human shoulder.
Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.