I have to say, I am enjoying using Chipmunk a lot. It is very easy to use and makes a lot of sense (even though I don't understand the maths behind it).
Currently I'm looking (almost certainly) at making a Thrust-type 2d cavern spaceship game- this will be ludicrously easy, compared with my previous one, "Jellyattack" (as joint-winner of the TINS2003 competition)
I'm currently using Allegro for my graphics, this is a no-brainer.
I wonder why, we have a "data" void * field in cpShape, but not in cpBody ? It would be extremely convenient for things like collision callbacks?
I'm using C++ not C, and I have problems with your definition of INFINITY - but that's easily overridden by my own.
Mark
This library is amazing
- slembcke
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Re: This library is amazing
Thanks! I wrote a Thrust clone a couple of years ago using a really primitive version of Chipmunk. It was for the iDevGames OMG contest. I never finished it as much as I would have liked to, but it was a lot of fun to write.
http://wiki.slembcke.net/main/published/Antimatter
Why no data pointer in cpBody? I guess I had never thought of it. I've always stored a reference to the body from my game object, and not the other way around.
Infinity. (sigh) That has caused me no end of grief... There is no "nice" way of making an infinity constant that is well liked across all compilers.
http://wiki.slembcke.net/main/published/Antimatter
Why no data pointer in cpBody? I guess I had never thought of it. I've always stored a reference to the body from my game object, and not the other way around.
Infinity. (sigh) That has caused me no end of grief... There is no "nice" way of making an infinity constant that is well liked across all compilers.
Can't sleep... Chipmunks will eat me...
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Re: This library is amazing
Hi MarkR, havent seen you in #ludumdare for a while.
Oh and yeah this lib is awesome
Oh and yeah this lib is awesome
- slembcke
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Re: This library is amazing
I've added a data pointer to body now. You can get the latest code from SVN or just wait until the next release. I'm hoping to do an incremental release shortly.MarkR wrote:I wonder why, we have a "data" void * field in cpShape, but not in cpBody ? It would be extremely convenient for things like collision callbacks?
Can't sleep... Chipmunks will eat me...
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