Games using the Chipmunk4PB wrapper (2D physic engine)

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IceSoft
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Games using the Chipmunk4PB wrapper (2D physic engine)

Post by IceSoft »

Maybe you know: I have created a wrapper for the sweet 2D physic engine: Chipmunk (5.4.3).

Some days ago: Chipmunk 6.0.1 is released and I want to update my wrapper to this improved version of course.
So my question is now: Who is also working on a chipmunk wrapper?

Last but not least: here a nice demo of the 6.0.1 version too
http://www.morty-productions.de/icesoft ... 1_demo.zip (= Windows Executable)

And here some new demo movies

Jelly physics example:
http://www.youtube.com/watch?v=McvG32qEoSo

Multi-touch physics example:
http://www.youtube.com/watch?v=m5nO1bcvyTY

Deformable Terrain
http://www.youtube.com/watch?v=oacZwUGP11c&NR=1
Last edited by IceSoft on Thu Oct 06, 2011 5:59 pm, edited 1 time in total.
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Re: Who is also working on a Chipmunk wrapper (2D physic eng

Post by marc_256 »

Hi IceSoft,

I love your work,
and I like to use some 2D engines, but I do not have the time now.
Yes Chipmunk is a good choose.

Maybe in the near future...

Marc,
- every professional was once an amateur - greetings from Pajottenland - Belgium -
PS: sorry for my english I speak flemish ...
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Re: Who is also working on a Chipmunk wrapper (2D physic eng

Post by DoubleDutch »

I have seen the v0.4 of your wrapper - has it been updated since?

Also have you got v6.0.1 as a .lib ?
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Re: Who is also working on a Chipmunk wrapper (2D physic eng

Post by IceSoft »

DoubleDutch wrote:I have seen the v0.4 of your wrapper -
1) has it been updated since?
2)Also have you got v6.0.1 as a .lib ?
1) Yes, but only for internal tests.
2) I'm work on it. Next wrapper version will use the 6.0.1 lib.
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Re: Who is also working on a Chipmunk wrapper (2D physic eng

Post by DoubleDutch »

Will you be releasing it as an include file with lib like before?
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Re: Who is also working on a Chipmunk wrapper (2D physic eng

Post by IceSoft »

DoubleDutch wrote:Will you be releasing it as an include file with lib like before?
I plan to make two different versions:
A pro and a normal version.
The normal version is free and will only have a small info on each first start of the lib.
The pro version is not free and will have some improvements e.g. mouse tracking with objects, easier handling for creating new objects and much more.
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Re: Who is also working on a Chipmunk wrapper (2D physic eng

Post by AndyLy »

I want to use in my new game physics engine, and found yours. Now try to understand wrapper for him.
Unfortunately, this is a closed and secret project (no help, no examples), so I have to learn by the example laid out in Chipmunk4PB_v0.4. If I can understand, will do something nice.
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Re: Who is also working on a Chipmunk wrapper (2D physic eng

Post by gnasen »

here is a good manual including some demos:
http://chipmunk-physics.net/release/Chi ... test-Docs/
The differences between the original C-code and PB are very little. If you have questions, just ask ;)
pb 5.11
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Re: Who is also working on a Chipmunk wrapper (2D physic eng

Post by AndyLy »

here is a good manual including some demos
Yes, I already found it. Thanks anyway.
I was able to make a ball.
'Happiness for everybody, free, and no one will go away unsatisfied!'
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
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Re: Who is also working on a Chipmunk wrapper (2D physic eng

Post by IceSoft »

AndyLy wrote:
here is a good manual including some demos
Yes, I already found it. Thanks anyway.
I was able to make a ball.
Tell me what you want and I can help.
As gnasen says: The different between the wrapper and the orginal demos are very small.
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Re: Who is also working on a Chipmunk wrapper (2D physic eng

Post by AndyLy »

First question: how to make a static body?

Code: Select all

Bwidth = 150: Bheight=20:  mass = 1
   moment = cpMomentForBox(mass, Bwidth,BHeight)
   *body = cpBodyNew(mass, moment )
    cpv(*body\p,100,200)
   cpSpaceAddBody(*space, *body)
   *shape=cpBoxShapeNew(*body, Bwidth,BHeight)
    cpSpaceAddShape(*space, *shape)
    ; by the way cpShapeSetFriction()  - missing
And how to determine size (border) of the world?

P.s. It seems to have understood how to add a Constraint.
'Happiness for everybody, free, and no one will go away unsatisfied!'
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
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Re: Who is also working on a Chipmunk wrapper (2D physic eng

Post by IceSoft »

AndyLy wrote:First question: how to make a static body?
And how to determine size (border) of the world?

P.s. It seems to have understood how to add a Constraint.
1) static body:

Code: Select all

 ; declare the static body typ.
  *staticBody=cpBodyNew(#INFINITY, #INFINITY)
  ...
  *shape=cpPolyShapeNew(*staticBody, ArraySize(vecBox()), @vecBox(), offset)
2) Size of the world:
The world is definitivly endless. You have to set your border with segments like this one:

Code: Select all

 *shape=cpSegmentShapeNew(*staticBody, vecA, vecB, 0.0);
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Re: Who is also working on a Chipmunk wrapper (2D physic eng

Post by AndyLy »

*shape=cpSegmentShapeNew(*staticBody, vecA, vecB, 0.0);
Well, I understand. I confused this record :
cpSegmentShapeNew(space->staticBody, cpv(-20, 5), cpv(20, -5), 0);
cpShapeSetFriction(ground, 1);
I'll try to be smarter.


About this :
*staticBody=cpBodyNew(#INFINITY, #INFINITY) ...
*shape=cpPolyShapeNew(*staticBody, ArraySize(vecBox()), @vecBox(), offset)
If I just want to make a couple of boulders on the ground (which will never move), I have to create it that way? I can not just make the box and set the property as a static object?
'Happiness for everybody, free, and no one will go away unsatisfied!'
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
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Re: Who is also working on a Chipmunk wrapper (2D physic eng

Post by IceSoft »

AndyLy wrote: About this :
*staticBody=cpBodyNew(#INFINITY, #INFINITY) ...
*shape=cpPolyShapeNew(*staticBody, ArraySize(vecBox()), @vecBox(), offset)
If I just want to make a couple of boulders on the ground (which will never move), I have to create it that way? I can not just make the box and set the property as a static object?
You can make it like you want too but I use it on this way.
I will make a small example for you too.

You are the first person who ask me about the Chipmunk4PB wrapper.
So be patient with me and my answers (I am not a native english writer)
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Re: Who is also working on a Chipmunk wrapper (2D physic eng

Post by AndyLy »

I am not a native english writer
English for me, is not native, too.
You are the first person who ask me about the Chipmunk4PB wrapper.
Others simply lazy and do not want to do anything.

Perhaps I was a little rush of questions. At first, I need a closer look at the documentation. Some things that I wanted to ask, I realized after reading manual. So you will have a break.
A little later I will ask those things which are not understood.

P.s. I quite forgot to say while what I see, I like it. It seems super engine! (but Drawing... only Sprites!)
'Happiness for everybody, free, and no one will go away unsatisfied!'
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
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