Chipmunk Physics 6.0: iOS Physics and more- now with Chipmunk Pro!

in iOS Development (E)

[] Shoreview, Minnesota - Howling Moon Software today is excited to share Chipmunk 6.0, the latest major version release of their popular physics engine. Chipmunk is a high performance, MIT licensed 2D physics library with all the fixings. Written in C99, bindings and ports exist to over a dozen languages. Including an official binding to Objective-C that makes it fit right in on the iPhone. Chipmunk has recently been seen in many top iOS hits, including Cars 2, Feed Me Oil, I Dig It, Alice in New York, and Zombie Smash! It's been used on many platforms including Mac/Win/Linux, iPhone, Android, Symbian, DS, PSP, and even the Wii.

We've also released Chipmunk Pro, a library with extra features that can dramatically speed development. Chipmunk Pro features an Objective-C binding with additional iPhone specific features to ease things like input handling. Push the envelope with new beta features like multicore support and automatic generation of terrain and geometry based on images.

New features in Chipmunk 6 include many API improvements to aid the clarity and ease of using the engine. Chipmunk 6 now supports multiple spatial indexes and includes a bounding box tree which doesn't need tuning. Support for variable timesteps and release-mode error handling has also improved. Chipmunk 6 comes right behind Chipmunk 5.4.3, which featured numerous bug fixes.

New in Chipmunk 6.0:
* API: Chipmunk now has hard runtime assertions that aren't disabled in release mode for many error conditions. Most people have been using release builds of Chipmunk during development and were missing out on very important error checking.
* API: Access to the private API has been disabled by default now and much of the private API has changed. I've added official APIs for all the uses of the private API I knew of.
* API: Added accessor functions for every property on every type. As Chipmunk's complexity has grown, it's become more difficult to ignore accessors. You are encouraged to use them, but are not required to.
* API: Added cpSpaceEachBody() and cpSpaceEachShape() to iterate bodies/shapes in a space.
* API: Added cpSpaceReindexShapesForBody() to reindex all the shapes attached to a particular body.
* API: Added a 'data' pointer to spaces now too.
* API: cpSpace.staticBody is a pointer to the static body instead of a static reference.
* API: The globals cp_bias_coef, cp_collision_slop, cp_contact_persistence have been moved to properties of a space. (collisionBias, collisionSlop, collisionPersistence respectively)
* API: Added cpBodyActivateStatic() to wake up bodies touching a static body with an optional shape filter parameter.
* API: Added cpBodyEachShape() and cpBodyEachConstraint() iterators to iterate the active shapes/constraints attached to a body.
* API: Added cpBodyEeachArbiter() to iterate the collision pairs a body is involved in. This makes it easy to perform grounding checks or find how much collision force is being applied to an object.
* API: The error correction applied by the collision bias and joint bias is now timestep independent and the units have completely changed.
* FIX: Units of damping for springs are correct regardless of the number of iterations. Previously they were only correct if you had 1 or 2 iterations.
* MISC: Numerous changes to help make Chipmunk work better with variable timesteps. Use of constant timesteps is still highly recommended, but it is now easier to change the time scale without introducing artifacts.
* MISC: Performance! Chipmunk 6 should be way faster than Chipmunk 5 for almost any game.
* MISC: Chipmunk supports multiple spatial indexes and uses a bounding box tree similar to the one found in the Bullet physics library by default. This should provide much better performance for scenes with objects of differening size and works without any tuning for any scale.

Chipmunk Physics is especially popular on iOS devices, and we look forward to seeing even more great games using Chipmunk Physics. Chipmunk is open source, licensed under the MIT License. Basic Chipmunk is free to use, and Chipmunk Pro is available for $200. Howling Moon Software also takes donations to support Chipmunk development and offers contract development services.

Based in Shoreview, Minnesota, Howling Moon Software is a privately funded company co-founded in 2008 by Scott Lembcke and Andy Korth. Both are alumni of the University of Minnesota, Morris, and graduated in Computer Science in 2007. With an focus on the Mac and iPhone platforms, Howling Moon's devoted to creating quality software. Copyright 2011 Howling Moon Software. All Rights Reserved. Apple, the Apple logo, iPhone and iPod are registered trademarks of Apple Computer in the U.S. and/or other countries.


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