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Chipmunk Physics • View topic - Chipmunk2D on Windows Phone 7+

Chipmunk2D on Windows Phone 7+

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Chipmunk2D on Windows Phone 7+

Postby DotNetGuy » Sat Feb 08, 2014 2:05 pm

I am working on an XNA/MonoGame project that is going to use 2D physics and target Windows Phone 7, Windows Phone 8 and other platforms covered by MonoGame.

Is it possible to use Chipmunk2D on WP7 and WP8?

Thank you!

PS: I am not going to use Unity.
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Re: Chipmunk2D on Windows Phone 7+

Postby DotNetGuy » Sun Feb 09, 2014 6:24 pm

I would be interested in some tutorials on using Chipmunk2D with MonoGame as well. WP7 support is ideal, but I can probably leave without it or target multiple physics engines.

Thanks.
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Re: Chipmunk2D on Windows Phone 7+

Postby slembcke » Mon Feb 10, 2014 3:33 pm

Well, Chipmunk is written in C and would need to be compiled as native code and accessed using PInvoke or similar. I don't think that's possible on WP7.

I know there were two developers that did a partial port of Chipmunk to WP7 for porting a game a couple years ago, but AFAIK they never released the code. It would have been a couple versions old anyway. You might be better of going with an existing, pure C# physics lib in this case.

I am curious though, why WP7? Isn't it pretty much dead at this point?
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Re: Chipmunk2D on Windows Phone 7+

Postby DotNetGuy » Mon Feb 10, 2014 5:49 pm

Well, there must be some people who are still on WP7 but in the end it is probably not worth the effort. What about C# bindings for Unity - are they Unity-specific or can be used independently (in terms of using with WP8)?
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Re: Chipmunk2D on Windows Phone 7+

Postby slembcke » Tue Feb 11, 2014 12:51 pm

Honestly most of the code in the Unity bindings is to make it act more like the built in physics API. It's all just PInvoke and a little bit of Mono code for doing the callbacks. It not sure how useful it would really be to you.
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Re: Chipmunk2D on Windows Phone 7+

Postby DotNetGuy » Tue Feb 11, 2014 3:42 pm

OK, thanks!
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