We posted a preview of some of the new features coming in 6.1. I hope to have it ready to be released ASAP. I think I'm done with code changes, and am working on making sure the documentation is up to date.
http://howlingmoonsoftware.com/wordpress/?p=680
As always, the code is available now (Chipmunk Pro users too!) from Git for the people that are interested. More information on the Downloads page:
http://chipmunk-physics.net/downloads.php
After that is out I want to get back to making more example content. We've had too much contracting work lately, and I'm months behind on that (especially for the autogeometry). :-\
Chipmunk 6.1 Preview
- slembcke
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Chipmunk 6.1 Preview
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Re: Chipmunk 6.1 Preview
Hello slembcke,
I have two questions:
1) Which branch has the C preview of Chipmunk 6.1 on git?
2) Are all public API function stable enough for writting a 6.1 Chipmunk wrapper?
Thanks
aisman
I have two questions:
1) Which branch has the C preview of Chipmunk 6.1 on git?
2) Are all public API function stable enough for writting a 6.1 Chipmunk wrapper?
Thanks
aisman
Chipmunk4PB: The fastest way to write games together with PureBasic and the Chipmunk physics engine.
- slembcke
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Re: Chipmunk 6.1 Preview
It's the master branch.
There is only one issue that might cause API changes, best shown as a code example:
So if you had a tight fitting concave shape for something, you probably would want the moment of inertia of the original shape even if it was going to have a convex hull made out of it. BUT! The problem I didn't think of at first was that if you pass completely crap vertexes to cpMomentForPoly(), bad things... It won't play nice if the winding is reversed or has an inconsistent winding so that it's self intersecting. I'm not sure what to do about it yet.
There is only one issue that might cause API changes, best shown as a code example:
Code: Select all
// Vertexes passed to cpMomentForPoly() are not passed through cpConvexHull()
cpFloat moment = cpMomentForPoly(mass, numVerts, verts, cpvzero);
cpBody *body = cpBodyNew(mass, moment);
// Vertexes passed to cpPolyShapeNew() are...
cpShape *shape = cpPolyShapeNew(body, numVerts, verts, cpvzero);
Can't sleep... Chipmunks will eat me...
Check out our latest projects! -> http://howlingmoonsoftware.com/wordpress/
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