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- Designed specifically for 2D video games.
- Circle, convex polygon, and beveled line segment collision primitives.
- Multiple collision primitives can be attached to a single rigid body.
- Fast broad phase collision detection by using a bounding box tree with great temporal coherence or a spatial hash.
- Extremely fast impulse solving by utilizing Erin Catto's contact persistence algorithm.
- Supports sleeping objects that have come to rest to reduce the CPU load.
- Support for collision event callbacks based on user definable object types types.
- Flexible collision filtering system with layers, exclusion groups and callbacks.
- Can be used to create all sorts of effects like one way platforms or buoyancy areas. (Examples included)
- Supports point, segment (raycasting), shape and bounding box queries to the collision detection system.
- Collision forces can be retrieved for gameplay effects.
- Large variety of joints - easily make vehicles, ragdolls, and more
- Joint callbacks.
- Can be used to easily implement breakable or animated joints. (Examples included)
- Maintains a contact graph of all colliding objects.
- Lightweight C99 implementation with no external dependencies outside of the Std. C library.
- Many language bindings available.
- Simple, read the documentation and see!
- Unrestrictive MIT license
With Chipmunk's large collection of examples, you'll be developing games faster and more easily than ever before. Snap! Physics is one completed game example that uses our Objective Chipmunk binding.
Logos:Want to throw a logo on your splash screen to show how much you appreciate Chipmunk? Frank Condello was gracious enough to make a logo for me. A couple variations are available here.
- Erin Catto:
- Optimized Spatial Hashing for Collision Detection of Deformable Objects
- Nonconvex Rigid Bodies with Stacking
- Physics for Game Developers
Logo by Frank Condello, Chipmunk sillouette by Kelvin Nishikawa