Chipmunk is a fast 2D rigid body physics library written in C. Supports fast circle, segment, and convex polygon collisions.
- Designed for 2D video games.
- Circle, convex polygon, and line segment collision primitives.
- Multiple collision primitives can be attached to the same rigid body.
- Fast collision detection by using a spatial hash for the broad phase.
- Extremely fast impulse solving by utilizing Erin Catto's contact persistence algorithm.
- Support for collision callbacks based on object types.
- Impulses applied to contact points can be retrieved after the impulse solver has finished.
- Several kinds of joints available.
- C99 implementation, no external dependencies.
- Ruby extension available.
- Simple, read the documentation.
released on 20 September 2011
|License||Verified by||Verified on||Notes|
|Expat||Kelly Hopkins||6 February 2009|
Leaders and contributors
Resources and communication
|Developer||VCS Repository Webview||https://github.com/slembcke/Chipmunk-Physics|
Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.3 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the page “GNU Free Documentation License”.
The copyright and license notices on this page only apply to the text on this page. Any software or copyright-licenses or other similar notices described in this text has its own copyright notice and license, which can usually be found in the distribution or license text itself.