Head on over to GitHub and experience the future TODAY! (Okay, so maybe it’s not that exciting.) GETTING STARTED:įirst of all, you can find the C API documentation in the doc/ directory.Ī good starting point is to take a look at the included Demo application.
Big changes are done in branches and tested before merging them in it’s rare for the point release downloads to be better or more bug free than the latest code. Bugs are fixed and new features are added regularly. If you got the source from a point release download, you might want to consider getting the latest source from GitHub. I’d appreciate a hand fixing it if that’s the case. While I try to make sure the MSVC 10 project is up to date, I don’t have MSVC 9 to keep that project updated regularly. Windows: Visual Studio projects are included in the msvc/ directory. A number of people have had build errors on Ubuntu due to not having GLUT or libxmu installed. This should build a dynamic library, a static library, and the demo application. This will require you to have CMake installed. UNIXes: A forum user was kind enough to make a set of CMake files for Chipmunk. After running it, you can simply drop the Chipmunk-iOS directory into your iPhone project! It will build you a fat library compiled as release for the device and debug for the simulator.
Alternatively, you can just run mand in the xcode/ directory. The Xcode project can build a static library with all the proper compiler settings. IPhone: A native Objective-C API is included. Alternatively you could use the CMake files or the mand script inside the xcode/ directory to build a static lib and package up the headers for you.
Mac OS X: There is an included Xcode project file for building the static library and demo application. Feel free to contact us through our webpage: BUILDING: Given our unique experience with the library, we can help you use Chipmunk to its fullest potential.
Howling Moon Software (my company) is available for contracting if you want to make the physics in your game really stand out. Simple, read the documentation and see!.Lightweight C99 implementation with no external dependencies outside of the Std.Maintains a contact graph of all colliding objects.Can be used to easily implement breakable or animated joints.Large variety of joints – easily make vehicles, ragdolls, and more.Collision impulses amounts can be retrieved for gameplay effects, sound effects, etc.Supports nearest point, segment (raycasting), shape and bounding box queries to the collision detection system.Can be used to create all sorts of effects like one way platforms or buoyancy areas.Flexible collision filtering system with layers, exclusion groups and callbacks.Support for collision event callbacks based on user definable object types types.Supports sleeping objects that have come to rest to reduce the CPU load.Extremely fast impulse solving by utilizing Erin Catto’s contact persistence algorithm.Fast broad phase collision detection by using a bounding box tree with great temporal coherence or a spatial hash.Multiple collision primitives can be attached to a single rigid body.Circle, convex polygon, and beveled line segment collision primitives.Designed specifically for 2D video games.I hope you enjoy using Chipmunk2D! FEATURES:
My aim is to give 2D developers access to the same quality of physics you find in newer 3D games. It’s licensed under the unrestrictive, OSI approved MIT license.
ABOUT:Ĭhipmunk2D is a simple, lightweight, fast and portable 2D rigid body physics library written in C. The latest programming guide is available. Chipmunk 7 is complete and now includes the ARM NEON optimizations, the autogeometry code, and the mulithreaded solver.