Prior to LiquidFun, the only way developers could simulate particle-like bodies in vanilla-Box2D was by creating dynamic circular fixtures.
What are the main advantages of using LiquidFun over the old method? Does it look better? Is it computationally more efficient? Or is it just a simplification (to save on time and lines of code).
I'm asking this because I've stumbled upon quite a few limitations in the LiquidFun particles implementation (especially in collision filtering). Unless there's a real solid reason on why to use this extension over the vanilla version of Box2D - I would probably stick to the good old fixtures.