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Chipmunk Physics 5.0.0 released!

12-07-2009, 03:41 PM
#1
Joined: Sep 2008
Location: Minnesota
Posts: 63
Chipmunk Physics 5.0.0 released!

The goods:
Source (Should build on OSX, Linux and Windows)
OSX Demo binary (built from the source code above)

I've been sitting on a large number of Chipmunk changes without an official release for almost a year and a half now. Time to stop being lazy!

New features in no particular order:
  • New joints/constraints system. Much more flexible and programable than before. Joints have adjustable parameters now so you can use them like servos and the like.
  • Raycasting. Actually just line segment queries, but should be about as useful and is implemented very efficiently.
  • New collision callback API. You now can register callbacks for collision begin/separate events among other useful things.
  • Sensor shapes. Collision shapes that call callbacks but don't generate collisions, like sensors in Box2D or triggers in Unity.
  • API for safely removing objects from the space from callbacks.

The documentation on the Google Code wiki is also finally up to date.

Scott Lembcke - Howling Moon Software (blog)
Author of CrayonBall and the popular Chipmunk Physics Library
Check out our new game Twilight Golf! Physics puzzles and dynamic shadows!

Last edited by slembcke; 12-07-2009 at 05:17 PM.
12-07-2009, 03:50 PM
#2
Quote:
Originally Posted by slembcke View Post
The goods:
Source (Should build on OSX, Linux and Windows)
OSX Demo binary (built from the source code above)

I've been sitting on a large number of Chipmunk changes without an official release for almost a year and a half now. Time to stop being lazy!

New features in no particular order:
  • New joints/constraints system. Much more flexible and programable than before. Joints have adjustable parameters now so you can use them like servos and the like.
  • Raycasting. Actually just line segment queries, but should be about as useful and is implemented very efficiently.
  • New collision callback API. You now can register callbacks for collision begin/separate events among other useful things.
  • Sensor shapes. Collision shapes that call callbacks but don't generate collisions, like sensors in Box2D or triggers in Unity.
  • API for safely removing objects from the space from callbacks.

The documentation on the Google Code wiki is also finally up to date.
If I remember correctly, there were some very basic issues with Chipmunk that made it unfeasible with Flickitty. I don't remember what those particular issues were, but we had problems making the physics less realistic and forcing it to do what we wanted it to do. One of the reasons we yanked Chipmunk is because of its lack of sensors- which I am glad to see is in the latest version.

A ragdoll physics platformer:Flickitty
The artist: randall schleufer
Twitter: @FlickittyiPhone