R0J0hound Regarding the joints, I only tested it out quickly, but they gave unexpected results. Probably something I missed, as I rarely connect physics objects together.
Comparing Chipmunk with Box2D, however, I did note that upon dropping another chipmunk physics sprite (non-floating) alongside the floating sprite, the floating object actually fell at a slower rate than the other. I compared the 2 versions and found that this was due to the local variable "Damp".
This only affected things in the Chipmunk example. Setting this variable to a lower number made the sprites fall at (visually) identical speeds, but did result in a bounce upon hitting the water.
When I changed this variable in the Box2D example, there was no change in falling speeds, but upon hitting the water, I did get undesirable results.
I understand that this can be remedied by having an "Is overlapping" event in the latter event, but I try to avoid collision detection wherever possible, as I find it's usually a cause for errors. Are you aware of a method for solving this without overlap? or perhaps you are of the opinion that overlap doesn't cause enough of a problem to warrant additional changes?
I much prefer the Chipmunk physics than Box2D, so that is my ideal engine, if only for the contact points.