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(unofficial) Chipmunk2D in Go, no dependencies

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cp

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Chipmunk2D ported to Go

project status

Beta stage -- most features are implemented and the demos are very close to Chipmunk2D demos.

Some of the API may still change over time.

run the examples

go get github.com/jakecoffman/cp
cd $GOPATH/src/github.com/jakecoffman/cp/examples
go get -d ./...
go run logosmash/logosmash.go

documentation

The official chipmunk docs are a really good place to start: https://chipmunk-physics.net/release/ChipmunkLatest-Docs/

features

  • Designed specifically for 2D video games.
  • Circle, convex polygon, and beveled line segment collision primitives.
  • Multiple collision primitives can be attached to a single rigid body.
  • Fast broad phase collision detection by using a bounding box tree with great temporal coherence or a spatial hash.
  • Extremely fast impulse solving by utilizing Erin Catto’s contact persistence algorithm.
  • Supports sleeping objects that have come to rest to reduce the CPU load.
  • Support for collision event callbacks based on user definable object types types.
  • Flexible collision filtering system with layers, exclusion groups and callbacks.
  • Can be used to create all sorts of effects like one way platforms or buoyancy areas. (Examples included)
  • Supports nearest point, segment (raycasting), shape and bounding box queries to the collision detection system.
  • Collision impulses amounts can be retrieved for gameplay effects, sound effects, etc.
  • Large variety of joints – easily make vehicles, ragdolls, and more.
  • Joint callbacks.
  • Can be used to easily implement breakable or animated joints. (Examples included)
  • Maintains a contact graph of all colliding objects.
  • No external dependencies.
  • Many language bindings available.
  • Simple, read the documentation and see!
  • Unrestrictive MIT license

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(unofficial) Chipmunk2D in Go, no dependencies

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