Original author(s) | Scott Lembcke |
---|---|
Stable release | 6.0.1 / July 25, 2011 |
Written in | C |
Operating system | OS independent |
Type | Middleware |
License | MIT License |
Website | code.google.com/p/chipmunk-physics |
The Chipmunk SDK is a portable open-source 2D physics engine written in C99 by Scott Lembcke and published under the MIT license. Middleware physics engines like Chipmunk allow game developers to avoid writing their own code to handle the complex physics interactions possible in modern games. Chipmunk is a real-time rigid body physics engine that is designed to be lightweight, fast, and easy to use.[1] Objective-C bindings are popular for use on the iPhone,[2] and there are Ruby bindings, and third party interfaces for Python,[3] Haskell,[4] Objective Caml,[5] and others.[6] Chipmunk is supported by both the Aerosol [7] and cocos2d-iphone [8] game libraries.
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Chipmunk supports multiple collision primitives attached to one rigid body, and bodies may be joined by constraints. It has a flexible collision detection system with layers, exclusion groups and collision callbacks. Callbacks are defined based on user definable "collision types" and may reject collisions and even override the calculation of friction and elasticity coefficients.
Chipmunk has been widely used on the iPhone, Mac/Windows/Linux, and other platforms, including Nintendo Wii and Sony PSP.[9]