Skip to content
Switch branches/tags

Latest commit


Git stats


Failed to load latest commit information.


GoDoc Sourcegraph

Chipmunk2D ported to Go

project status

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

examples contains the port of all of the Chipmunk2D demos. is an example using Ebiten is an example with raylib's Go port


The official chipmunk docs are a really good place to start:


Same features as Chipmunk2D:

  • 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