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That said, I’ve never developed a whole game in C and I probably never will. Writing Chipmunk2D in C made it simpler to achieve all of those goals. I also wanted Chipmunk2D to be fast, portable, easy to optimize and easy to debug. The one common factor between most any language is that they are usually dead simple to make bindings to C code. Depending on the month, take your pick of Scheme, OCaml, Ruby, Objective-C, ooc, Lua, Io… the list goes on. I tend to get really excited about different programming languages. Why a C Library?Ī lot of people ask me why I wrote Chipmunk2D in C instead of pick your favorite language here. My previous solver produced mushy piles of objects or required a large amount of CPU to operate stably. His contact persistence idea allows for stable stacks of objects with very few iterations of the solver.
#CHIPMUNK BASIC MANUEL FULL#
(Now a full fledged physics engine all its own: ).
#CHIPMUNK BASIC MANUEL CODE#
You’ll make an indie game developer very happy!įirst of all, I would like to give a Erin Catto a big thank you, as Chipmunk2D’s impulse solver was directly inspired by his example code way back in 2006.
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If you find Chipmunk2D has saved you a lot of time, please consider donating. This includes top quality titles such as Night Sky for the Wii and many #1 sellers on the iPhone App Store! I’ve put thousands of hours of work over many years to make Chipmunk2D what it is today. For this reason it has been used in hundreds of games across just about every system you can name. It is blazingly fast, portable, numerically stable, and easy to use.
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