Chipmunk on Java?

Official forum for the Chipmunk2D Physics Library.
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MJW
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Chipmunk on Java?

Post by MJW »

Hi, I've just found out about Chipmunk whilst searching for a good 2D physics engine that I can plug into my Java game. There appears to have been a Java bindings project at one point, but the Google Code pages for it ( http://code.google.com/p/chipmunk-java/ ) are empty. Is it still available somewhere? If not, maybe you should stop linking to it!

I actually turned to your project, initially, because Box2D seemed to have a Java port, but no decent Java bindings. Do you have a general idea of how Chipmunk compares (particularly, in simulation accuracy and simulation speed) with Box2D? With JBox2D?

(I think that if I can't use Chipmunk, then I'll try JBox2D... but I don't trust a Java physics engine to be maximally efficient, so I'm looking into bindings of C/C++-based engines first!)
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slembcke
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Re: Chipmunk on Java?

Post by slembcke »

Hmm. I know the guy was working on it. He talked to me quite a bit at the time. I'll see if I can dig up some contact info.
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MJW
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Re: Chipmunk on Java?

Post by MJW »

Hm that would be nice. If not, I might have to write my own bindings. I just tried the demos that come with the source code, and the hassle I experienced during the process of building the program was counterbalanced by the smoothness, speed, and accuracy of said demos. They looked nicer than some of what I've seen from Box2D! I'm tempted to ask you more questions about which project would really be better for me, but I recently learned that it only takes a few days for me to plug a new physics engine into my own world editor, so I could pretty easily learn that for myself... if I can just get hold of some bindings.

The new engine I'm using now is JBox2D. Ahh, it's so easy to work with--you C/C++ people sure do jump through a lot of terrible nerd-hoops that barely exist in the Java world! But you are rewarded with lovely smooth physics engines. JBox2D is working pretty well these days, but Box2D and Chipmunk (according to what I've observed during these few days) work even better, and one needs every bit of efficiency available, when one is building large worlds out of simulated rigid bodies....
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