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Pymunk 5 - Chipmunk physics from Python

PostPosted: Sun Jul 17, 2016 6:03 am
by viblo
Hi everyone!

Im very happy to announce the release of Pymunk 5.0!

See http://www.pymunk.org for more details and instructions on what Pymunk is
and how to use it.

This is a BIG release of Pymunk! Just in time before Pymunk turns 10 next year!

* Support for 64 Python on Windows
* Updated to use Chipmunk 7 which includes lots of great improvements
* Updated to use CFFI for wrapping, giving improved development and packaging
(wheels, yay!)
* New util module with draw help for matplotlib (with example Jupyter notebooks)
* Support for automatically generate geometry. Can be used for such things as
deformable terrain (example included).
* Deprecated obsolete submodule pymunk.util.
* Lots of smaller improvements

New in this release is also testing on Travis and Appveyor to ensure good code
quality.

I hope you will enjoy this new release!

Thanks,
Victor

Re: Pymunk 5 - Chipmunk physics from Python

PostPosted: Mon Jul 18, 2016 9:34 am
by slembcke
Awesome! Thanks for all the years of support Viblio. 10 years, making me feel old. Haha.

Re: Pymunk 5 - Chipmunk physics from Python

PostPosted: Sat Jul 23, 2016 10:59 am
by viblo
slembcke wrote:Awesome! Thanks for all the years of support Viblio.


Thanks for making chipmunk in the first place, and keeping it alive!

slembcke wrote:10 years, making me feel old. Haha.


Yeah, was kind of surprised myself when I noticed it :D Btw, seems like these forums is the same age, first post in 2007 :). But I couldnt find any date for Chipmunk itself, when was its first release?

Re: Pymunk 5 - Chipmunk physics from Python

PostPosted: Mon Jul 25, 2016 10:05 am
by slembcke
Sometime in late 2006. I was a senior undergrad, and it was used as part of my seminar project that fall. I think the first three "version" was just a tar file I posted to a game dev site I used to frequent. It was functional, but very basic. I don't think it did anything other than the impulse solver and spatial hash accelerated collisions between circles, segments, and SAT based polys. No raycasts, callbacks, etc. v2 and v3 were similar, random source dumps with a few new features each time. I think I just called them Chipmunk release 1, 2 and 3. Unfortunately I lost the original SVN repository to time. I think at the time there wasn't an easy way to import an existing repo into Google Code.

Anyway, good times! Software takes a long time to make!

Re: Pymunk 5 - Chipmunk physics from Python

PostPosted: Wed Jun 14, 2017 4:03 pm
by viblo
Hi again!

Reusing the msg I sent to a python release list:

Im happy to announce the release of Pymunk 5.3.0!

What is Pymunk?
==============
Pymunk is a easy-to-use pythonic 2d physics library that can be used whenever
you need 2d rigid body physics from Python. Perfect when you need 2d physics
in your game, demo or other application! It is built on top of the very
capable 2d physics library `Chipmunk <http://chipmunk-physics.net>`_.

Find out more at http://www.pymunk.org/

Install
=======

Install using `pip install pymunk` or download from
https://pypi.python.org/pypi/pymunk

Changes
=======

- Pickle support. Most objects can be pickled and un-pickled.
- Copy support and method. Most objects now have a copy() function. Also the
standard library copy.deepcopy() function works as expected.
- Fixed bugs in BB.merge and other BB functions.
- Improved documentation and tests.
- New Kivy example (as mentioned in earlier news entry).

I hope you will like it!

/Victor