I noticed that one member her had managed to get Chimunk going on the hacked iPhone back in December. Is there any word yet on getting an official build that can be integrated/work with Apple's official iPhone SDK? Or is this something in progress by anyone?
I am trying to help participate in the discussion to decide between Chipmunk and Box2D with the developers I have working with me.
Thanks,
DaveyJJ
Chipmunk for the official iPhone SDK
- DaveyJJ
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Chipmunk for the official iPhone SDK
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Re: Chipmunk for the official iPhone SDK
Chipmunk should just build out of the Box. It uses no special APIs other than the C std library. The only gotcha is that you have to compile it as C99 code, but this shouldn't be an issue unless you are trying to use something other than GCC to compile it. The only thing that the "unofficial" port did as I understand it was to change the Demo code so that it it would work with OpenGL ES/Cocoa instead of normal GL/GLUT.
As far as a Chipmunk/Box2D comparison: Box2D is much more feature complete, hands down. (Especially with the new version that was just released) I originally started with the Box2D code and added a bunch of features (collision groups and layers, more collision types, collision callbacks, better broadphase collision) most of that has been implemented in some way or another in Box2D now as well and then some. One potential is that it has a C++ API that isn't going to play all that nice with Obj-C. (though if you are going to code the majority of your game in C++ anyway...) I would guess that Chipmunk is faster, but I don't really know. I've gotten a lot of compliments about Chipmunk's API being easier to work with than Box2D's, but YMMV.
On a side note: I actually saw the Chipmunk demos running on a coworker's iPhone. I was pretty surprised at how fast the little things are. I'm pretty pumped to try my hand at some iPod Touch physics programming in the near future.
As far as a Chipmunk/Box2D comparison: Box2D is much more feature complete, hands down. (Especially with the new version that was just released) I originally started with the Box2D code and added a bunch of features (collision groups and layers, more collision types, collision callbacks, better broadphase collision) most of that has been implemented in some way or another in Box2D now as well and then some. One potential is that it has a C++ API that isn't going to play all that nice with Obj-C. (though if you are going to code the majority of your game in C++ anyway...) I would guess that Chipmunk is faster, but I don't really know. I've gotten a lot of compliments about Chipmunk's API being easier to work with than Box2D's, but YMMV.
On a side note: I actually saw the Chipmunk demos running on a coworker's iPhone. I was pretty surprised at how fast the little things are. I'm pretty pumped to try my hand at some iPod Touch physics programming in the near future.
Can't sleep... Chipmunks will eat me...
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Re: Chipmunk for the official iPhone SDK
hey,
i also want to congratulate and thank you for your work on chimunk in general, and for releasing it as open source in particular!! I also saw the iphone video... amazing. People should release their code more often! As for open source: release early and often
I wanted to tell you that i'm trying to port chipmunk demos to the olpc xo laptop, and that it is actually running quite well!! (with less than 30 elements). I'm writing an API for extremely easy usage and will probably even provide a few examples for Pippy, a python learning activity shipped with the xo laptop.
Also I would like to make speed test with both, chipmunk and box2d. I didn't get box2d running on linux yet, as there are no makefiles included, except for xcode and msv*
Best from Vienna,
Chris
i also want to congratulate and thank you for your work on chimunk in general, and for releasing it as open source in particular!! I also saw the iphone video... amazing. People should release their code more often! As for open source: release early and often
I wanted to tell you that i'm trying to port chipmunk demos to the olpc xo laptop, and that it is actually running quite well!! (with less than 30 elements). I'm writing an API for extremely easy usage and will probably even provide a few examples for Pippy, a python learning activity shipped with the xo laptop.
Also I would like to make speed test with both, chipmunk and box2d. I didn't get box2d running on linux yet, as there are no makefiles included, except for xcode and msv*
Best from Vienna,
Chris
- riq
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Re: Chipmunk for the official iPhone SDK
Hi,
I've just released a 2d game library called "cocos2d-iphone" that includes Chipmunk, and also has the Chipmunk's Demo ported to iphone using the official iphone SDK.
URL:
http://code.google.com/p/cocos2d-iphone/
regards,
riq.
I've just released a 2d game library called "cocos2d-iphone" that includes Chipmunk, and also has the Chipmunk's Demo ported to iphone using the official iphone SDK.
URL:
http://code.google.com/p/cocos2d-iphone/
regards,
riq.
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Re: Chipmunk for the official iPhone SDK
But Chipmunk's demos work too slow...
what can u recommend in such case?
what can u recommend in such case?
- riq
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Re: Chipmunk for the official iPhone SDK
Yes, the chipmunk's demo code (shipped in cocos2d for iPhone) runs slow because I didn't optimize it.iUm wrote:But Chipmunk's demos work too slow...
what can u recommend in such case?
Search in this forum for chipmunk optimizations.
For example: try modifying the iterations, steps, try to use constant "delta time" increment, etc.
- riq
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Re: Chipmunk for the official iPhone SDK
But the most important tip is to turn off thumb compilation. It is enabled by default (but I will turn it off in v0.6.1)riq wrote:Yes, the chipmunk's demo code (shipped in cocos2d for iPhone) runs slow because I didn't optimize it.iUm wrote:But Chipmunk's demos work too slow...
what can u recommend in such case?
Search in this forum for chipmunk optimizations.
For example: try modifying the iterations, steps, try to use constant "delta time" increment, etc.
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Re: Chipmunk for the official iPhone SDK
I have noticed that iPhone can't handle many collisions. Too slow.
No big piles of stuff i guess... But thing like ragdolls work just fine.
Lots of non colliding bodies seem to work fine too.
No big piles of stuff i guess... But thing like ragdolls work just fine.
Lots of non colliding bodies seem to work fine too.
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Re: Chipmunk for the official iPhone SDK
Hi! I'm very new to IPhone game programming. I need help for how to bounce a ball using Chipmunk. For example if I hit a ball, the ball will touch any one of four sides of space and will bounce just like using a striker in Carom board game. I got an source example called Grabbed_src (http://code.google.com/feeds/p/grabbed/downloads/basic) which used Cosco2d & Chipmunk.riq wrote:Hi,
I've just released a 2d game library called "cocos2d-iphone" that includes Chipmunk, and also has the Chipmunk's Demo ported to iphone using the official iphone SDK.
URL:
http://code.google.com/p/cocos2d-iphone/
regards,
riq.
This example helped me a lot but with only obstacle that is use of GRAVITY. I n this example gravity is applied for on one side of space say bottom. I need help for ‘HOW TO APPLY GRAVITY FOR FOUR SIDES OF SPACE SO THAT A BALL CAN BOUNCE AFTER TOUCHING ANYONE OF FOUR SIDES OF SPACE.
I’m running in very short time frame! Help me out please...
Thanks
Shafi
shafijami@yahoo.com
shafi@icreon.com
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