![]() The included XCode project has targets for building a static library for the Mac or iOS. I highly recommend you use a debug build until you are ready to ship the game and only then switch to a release build. Debug or Release?ĭebug mode might be slightly slower, but will include a lot of error checking assertions that can help you find bugs quicker such as removing objects twice or doing things that might cause unsolvable collisions. Inside you’ll find a command line build script that works with CMake, a XCode project and project files for Visual Studio ’09 and ’10. If you haven’t downloaded it yet, you can always download the newest version of Chipmunk2D here. ![]() While you can feel free to include this header or use the macro in your own code to access the private API, be aware that the fields and functions may be renamed or disappear without warning and I have no plans to document or support usage of the private API. I also use a macro, CP_PRIVATE() to mangle names in public structures. To work around this, I have a separate header full of Chipmunk’s private API, chipmunk_private.h. ![]() There are many structs, fields and functions in Chipmunk that are only meant to be used internally. Most of the interesting vector operations that are possible don’t have a symbol for them anyway (at least not on a keyboard).Īnother problem for a C API is access restriction. This is a little harder to read, but works OK once you get used to it. Limitations of a C API:Ĭhipmunk does provide overloaded operators for *, +, and - (unary and binary) if you are using C++, but falls back to using functions such as cpvadd() and cpvsub() for C code. Because Chipmunk2D is written in a subset of C99 it compiles cleanly as C, C++, Objective-C and Objective-C++ code, making it easy to integrate into projects in those languages. Check out the Bindings and Ports page to see if you can use Chipmunk2D from your language of choice. There are much more interesting and fun languages than C with all sorts of nice features like garbage collection, closures and all sorts of unique object oriented runtimes. 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. (Now a full fledged physics engine all its own: ). 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. 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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