Chipmunk Physics

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Chipmunk Documentation:

Chipmunk Manual

The manual goes over all of the different parts of Chipmunk, explaining how they they work and how to generally use Chipmunk. The manual is C-centric, though nearly all of the information is applicable Objective-Chipmunk. Because the C API is written in an object oriented style already, there is generally a pretty close 1:1 relationship making it very easy to find the corresponding method in Objective-Chipmunk.

Chipmunk API Reference

The Doxygen generated API reference covers everything in Chipmunk and Chipmunk Pro (Objective-Chipmunk, Autogeometry, etc).

Tutorials

Simple Objective Chipmunk Tutorial: (Objective-Chipmunk/UIKit)

  • Creating a Chipmunk space to simulate objects in it.
  • Creating a bouncing box with friction.
  • Controlling gravity using the device's tilt.
  • Using collision callbacks to make impact sounds based on how hard objects collide.
  • Using collision callbacks to track if an object is sitting on the ground or in the air.
  • Using the ChipmunkObject protocol to easily add complex objects to a space.
  • Using a CADisplayLink for smooth animation.
  • Integrating Chipmunk into a Cocoa Touch UI.
Example Code

Chipmunk Demo App: (C / Mac / Windows / Linux)

Check out the Demo application bundled with the standard Chipmunk distribution as well as the embedded examples in the documentation.

Chipmunk Showcase App: (Objective-Chipmunk / UIKit / OpenGL ES 2)

The Chipmunk showcase app takes full advantage of Chipmunk Pro to provide a high performance demo app on iOS while showing you how simple using it can be. The code is available from GitHub.

Angry Chipmunks: (Objective-Chipmunk / Cocos2D)

  • Create a GameObject class to help bind Cocos2D sprites and physics objects together and easily manange them.
  • How to track which sprites are attached to which bodies without wasting the 'data' pointer on Chipmunk objects.
  • Use the ChipmunkObject protocol to easily manage composite physics objects.
  • Use collision handlers to recieve collision events from the physics system.
  • Use the ChipmunkDebugNode class to help visualize and debug your physics.
  • Create breakable physics objects.
  • Use layers to physics objects inside of each other.
  • Estimate the path of an object and where and when it will first collide with something.

Deformable Chipmunk: (Objective-Chipmunk / Autogeometry / Mac)

This project shows you a number of things that you can do with Chipmunk Pro's Autogeometry features without a lot of effort.
  • Converting images into collision outlines for level terrain as well as creating convex hulls for sprites.
  • Create infinite, procedural, deformable caves using a minimal amount of RAM.
  • Fast, real-time, editable, deformable terrain using drawing contexts.
You can see these demonstrated this YouTube screencast.

Jelly Chipmunk: (Objective-Chipmunk / Mac)

Simple example showing how to perform blob / jelly physics. The blob can be grabbed with the mouse using Objective Chipmunk's ChipmunkMultiGrab class, or rolled using the arrow keys.

MultiTouchObjectiveChipmunk: (Objective-Chipmunk / Cocos2D)

Very simple Cocos2D example showing how to do multi-touch physics using Objective-Chipmunk's ChipmunkMultiGrab class.

iPhoneSnap (Objective-Chipmunk / UIKit)

Simple physics based board game using Objective-Chipmunk and UIKit. Shows how using Objective-Chipmunk / UIKit can be very effective and simple for games with low performance requirements. Using UIKit for a game like this that stops animating between turns is also a terrific way to cut down on battery usage.

Chipmunk Geometry Tracer: (C / Autogeometry / Mac)

This example shows how to create a simple command line tool to export geometry for an image. It uses ImageIO to load any sort of image that OS X knows how to load. It can be easily integrated into your project as a build phase to automatically trace your images when running a build.
Protip: Chipmunk Physics can resolve collisions faster than Chuck Norris's fist.
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