Difference between revisions of "Chipmunk"
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|Full description=Chipmunk is a fast 2D rigid body physics library written in C. Supports fast circle, segment, and convex polygon collisions. | |Full description=Chipmunk is a fast 2D rigid body physics library written in C. Supports fast circle, segment, and convex polygon collisions. | ||
<br /> | <br /> | ||
| − | + | * 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. | |
| − | collision primitives. | + | * 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. | |
| − | to the same rigid body. | + | * C99 implementation, no external dependencies. |
| − | + | * Ruby extension available. | |
| − | + | * Simple, read the documentation. | |
| − | + | |Homepage URL=http://chipmunk-physics.net/ | |
| − | for the broad phase. | + | |Is GNU=No |
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| − | types. | + | |
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| − | retrieved after the impulse solver has finished. | + | |
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|User level=intermediate | |User level=intermediate | ||
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|Computer languages=C | |Computer languages=C | ||
| − | |Documentation note=http:// | + | |Documentation note=http://chipmunk-physics.net/release/ChipmunkLatest-Docs/ |
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|Related projects=Pymunk | |Related projects=Pymunk | ||
|Keywords=2D,library,libraries,C,C library,gaming | |Keywords=2D,library,libraries,C,C library,gaming | ||
| − | + | |Version identifier=6.0.2 | |
| − | + | |Version date=2011/09/20 | |
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| − | |Version identifier= | + | |
| − | |Version date= | + | |
|Version status=stable | |Version status=stable | ||
| − | |Version download=http:// | + | |Version download=http://chipmunk-physics.net/release/ChipmunkLatest.tgz |
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|Version comment=- # Ruby extension available. | |Version comment=- # Ruby extension available. | ||
+ # Ruby and OCaml extensions available. | + # Ruby and OCaml extensions available. | ||
| + | }} | ||
| + | {{Project license | ||
| + | |License=Expat | ||
| + | |License verified by=Kelly Hopkins | ||
| + | |License verified date=2009-02-06 | ||
}} | }} | ||
{{Person | {{Person | ||
| + | |Real name=Scott Lembcke | ||
|Role=Maintainer | |Role=Maintainer | ||
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|Email=slembcke@gmail.com | |Email=slembcke@gmail.com | ||
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}} | }} | ||
{{Resource | {{Resource | ||
|Resource audience=Developer | |Resource audience=Developer | ||
|Resource kind=VCS Repository Webview | |Resource kind=VCS Repository Webview | ||
| − | |Resource URL= | + | |Resource URL=https://github.com/slembcke/Chipmunk-Physics |
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}} | }} | ||
{{Resource | {{Resource | ||
|Resource audience=Developer | |Resource audience=Developer | ||
|Resource kind=Homepage | |Resource kind=Homepage | ||
| − | |Resource URL=http:/ | + | |Resource URL=http://chipmunk-physics.net/ |
}} | }} | ||
{{Resource | {{Resource | ||
|Resource audience=General | |Resource audience=General | ||
|Resource kind=Forum | |Resource kind=Forum | ||
| − | |Resource URL=http:// | + | |Resource URL=http://chipmunk-physics.net/forum/ |
}} | }} | ||
{{Software category | {{Software category | ||
|Interface=library | |Interface=library | ||
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|Use=library | |Use=library | ||
}} | }} | ||
| − | {{ | + | {{Featured |
| − | | | + | |Featured date=2011/12/05 |
| − | | | + | |Featured category=Development |
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}} | }} | ||
Latest revision as of 16:37, 12 December 2011
Chipmunk
http://chipmunk-physics.net/
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.
Documentation
http://chipmunk-physics.net/release/ChipmunkLatest-Docs/
Related Projects
Licensing
| License | Verified by | Verified on | Notes |
|---|---|---|---|
| Expat | Kelly Hopkins | 6 February 2009 |
Leaders and contributors
| Contact(s) | Role |
|---|---|
|
| Maintainer |
Resources and communication
| Audience | Resource type | URI |
|---|---|---|
| Developer | VCS Repository Webview | https://github.com/slembcke/Chipmunk-Physics |
| Developer | Homepage | http://chipmunk-physics.net/ |
| General | Forum | http://chipmunk-physics.net/forum/ |
Software prerequisites
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 described in this text has its own copyright notice and license, which can usually be found in the distribution itself.