I'm having difficulty getting the Chipmunk physics engine to do what I want. The only solution that appears to work requires some heavy vector math. Before diving into that rabbit hole for the other components of my game, I was hoping someone could fill me in on a better way to go about this. The desired gameplay is as follows:
The basic idea is like driving a car. You cannot immediately turn around, but instead must first perform a u-turn. That car must also maintain a constant speed. How might I do this? Bonus question: how can you override whatever method chipmunk calls to update a body's position, and is this a good idea?
There is this tutorial on how to do top down controls using specially configure joints: http://chipmunk-physics.net/tutorials/ChipmunkTileDemo/
It's based on Chipmunk Pro, but the stuff about controlling the character is easily adapted to vanilla Chipmunk. The "Tank" demo that comes with the non-Pro Chipmunk source implements pretty much the same thing if you want to see some C code for it.