chipmunk-physics
brew install chipmunk-physics
v7.0.3
MIT
2D rigid body physics library written in C
7
30-day installs · #9663
23
90-day · #9331
97
365-day · #9266
2.4k
★ GitHub stars · updated 3mo ago
Build dependencies
GitHub topics
2d
2d-physics
c
rigid-body
Links
- https://github.com/slembcke/Chipmunk2D
- GitHub: slembcke/Chipmunk2D
- Brew formula source: Formula/c/chipmunk-physics.rb
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"github_readme_excerpt": "# This Project has Moved!\n\nYou can find the new project page on [Codeberg](https://codeberg.org/slembcke/Chipmunk2D).\n\nAt least for now, I will be supporting the project on both sites, but eventually I plan to eventually drop GitHub entirely.\n\nTo migrate an existing checkout, you can use the following command, or make a new checkout of the project from the new location.\n\n```\ngit remote set-url origin https://codeberg.org/slembcke/Chipmunk2D\ngit fetch origin master\ngit reset origin/master\n```\n\nYou may additionally need to run `git checkout .` to cleanup the deleted files. *This will also discard your local changes if you have made any.*\n\nTo read more about why this project moved, you can read about it in [PROJECT_HAS_MOVED.md](PROJECT_HAS_MOVED.md).\n\n\n\n## NEW IN CHIPMUNK 7\n\nChipmunk 7 is complete and now includes the ARM NEON optimizations, the autogeometry code, and the mulithreaded solver. \n\nThe latest [programming guide](http://chipmunk-physics.net/release/ChipmunkLatest-Docs/) is available.\n\n## ABOUT:\n\nChipmunk2D is a simple, lightweight, fast and portable 2D rigid body physics library written in C.\nIt\u0027s licensed under the unrestrictive, OSI approved MIT license.\nMy aim is to give 2D developers access to the same quality of physics you find in newer 3D games.\nI hope you enjoy using Chipmunk2D!\n\n## FEATURES:\n\n* Designed specifically for 2D video games.\n* Circle, convex polygon, and beveled line segment collision primitives.\n* Multiple collision primitives can be attached to a single rigid body.\n* Fast broad phase collision detection by using a bounding box tree with great temporal coherence or a spatial hash.\n* Extremely fast impulse solving by utilizing Erin Catto\u0027s contact persistence algorithm.\n* Supports sleeping objects that have come to rest to reduce the CPU load.\n* Support for collision event callbacks based on user definable object types types.\n* Flexible collision filtering system wit",
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