ABOUT:
Chipmunk is a simple, lightweight and fast 2D rigid body physics library written in C. It's licensed under the unrestrictive, OSI approved MIT license. My aim is to give 2D developers access the same quality of physics you find in newer 3D games. I hope you enjoy using Chipmunk, and please consider donating to help make it worth our time to continue to support Chipmunk with great new features.
CONTRACTING:
Howling Moon Software (my company) is available for contracting if you want to make the physics in your game really stand out. Given our unique experience with the library, we can help you use Chipmunk to it's fullest potential. Feel free to contact us through our webpage: http://howlingmoonsoftware.com/contracting.php
BUILDING:
Mac OS X: There is an included XCode project file for building the static library and demo application. Alteratively you could use the CMake files.
iPhone: The XCode project can build a static library with all the proper compiler settings. Additionally, if you run the iphonestatic.sh script in the macosx/ directory, it will build you a fat library compiled as release for the device and debug for the simulator. After building that, just copy the static lib and include/chipmunk/ directory to your project.
UNIX: A forum user was kind enough to make a set of CMake files for Chipmunk. This will require you to have CMake installed. To build run 'cmake .' then 'make'. This should build a dynamic library, a static library, and the demo application.
Windows: There is an included MSVC project for building the library and demo application. I do not personally maintain the MSVC project and it apparently hasn't worked for a while. If you are a MSVC whiz, consider lending a hand.
Ruby: I've been using maintaining a Ruby extension for Chipmunk, but at this time is not up to date with all the latest changes. A forum member has been working on an FFI based extention, and that may be a better way to take advantage of Chipmunk from Ruby. Another forum user has offered to maintain the non-FFI version of the extension. Stay tuned.
GETTING STARTED:
First of all, you can find the C API documentation here: http://code.google.com/p/chipmunk-physics/wiki/Documentation
A good starting point is to take a look at the included Demo application. The demos all just set up a Chipmunk simulation space and the demo app draws the graphics directly out of that. This makes it easy to see how the Chipmunk API works without worrying about the graphics code. You are free to use the demo drawing routines in your own projects, though it is certainly not the recommended way of drawing Chipmunk objects as it pokes around at the undocumented parts of Chipmunk.
FORUM:
http://www.slembcke.net/forums
CONTACT:
slembcke@gmail.com (also on Google Talk)
CHANGES SINCE 5.0.0:
* Fixed a NaN issue where raycasts for horizontal or vertical lines would end up in an infinite loop.
* Fixed a number of memory leaks.
* Fixed a number of warnings for various compiler/OS combinations.
* Fixed a number of API issues:
* Rejecting a collision from a begin() callback permanently rejects the collision until separation.
* Erroneous collision type parameterns removed from cpSpaceDefaulteCollisionHandler().
* Moved FFI declarations of inlined functions into their own header.
* Rearranged the project structure to separate out the header files into a separate include/ directory.
* Added a static library target for the iPhone.
* Type changes when building on the iPhone to make it friendlier to other APIs.
* Added an AABB query to complement point and segment queries.
* Added CP_NO_GROUP and CP_ALL_LAYERS constants.
CHANGES SINCE 4.x:
* Brand new Joint/Constraint API: New constraints can be added easily and are much more flexible than the old joint system
* Efficient Segment Queries - Like raycasting, but with line segments.
* Brand new collision callback API: Collision begin/separate events, API for removal of objects within callbacks, more programable control over collision handling.
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iOS游戏应用源代码——Firfi-strangepills-6b74925.zip
共292个文件
h:142个
m:95个
c:29个
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iOS游戏应用源代码——Firfi-strangepills-6b74925.zip
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iOS游戏应用源代码——Firfi-strangepills-6b74925.zip (292个子文件)
cpSpace.c 14KB
cpSpaceHash.c 13KB
cpSpaceStep.c 13KB
cpCollision.c 12KB
cpShape.c 10KB
cpSpaceComponent.c 8KB
cpArbiter.c 7KB
cpSpaceQuery.c 7KB
cpPolyShape.c 6KB
cpHashSet.c 6KB
cpBody.c 5KB
cpGrooveJoint.c 5KB
chipmunk.c 4KB
cpSlideJoint.c 4KB
cpDampedSpring.c 4KB
cpRatchetJoint.c 4KB
cpPinJoint.c 3KB
cpDampedRotarySpring.c 3KB
cpPivotJoint.c 3KB
cpRotaryLimitJoint.c 3KB
cpGearJoint.c 3KB
cpArray.c 3KB
cpSimpleMotor.c 3KB
glu.c 3KB
base64.c 2KB
cpVect.c 2KB
cpConstraint.c 2KB
cpBB.c 2KB
ccUtils.c 366B
uthash.h 64KB
utlist.h 36KB
CCNode.h 18KB
CocosDenshion.h 14KB
CCParticleSystem.h 14KB
CCMenuItem.h 14KB
CCActionInterval.h 14KB
ccCArray.h 13KB
CCTexture2D.h 12KB
CCSprite.h 12KB
ccConfig.h 11KB
CCDirector.h 10KB
CDAudioManager.h 9KB
CCLayer.h 9KB
ccMacros.h 8KB
CCTransition.h 8KB
CCEventDispatcher.h 8KB
CGPointExtension.h 8KB
CCDirectorIOS.h 8KB
cpSpace.h 8KB
cpBody.h 7KB
EAGLView.h 7KB
CCActionGrid3D.h 7KB
CCActionTiledGrid.h 7KB
cpArbiter.h 6KB
ccTypes.h 6KB
CCTMXLayer.h 6KB
CCScheduler.h 6KB
CCAction.h 6KB
CCTMXXMLParser.h 6KB
cpShape.h 6KB
cpVect.h 6KB
CCActionEase.h 6KB
CCTextureCache.h 5KB
CCTextureAtlas.h 5KB
CCLabelBMFont.h 5KB
CCSpriteBatchNode.h 5KB
CCActionGrid.h 5KB
CCActionInstant.h 5KB
CCTMXTiledMap.h 5KB
cpSpaceHash.h 5KB
CCSpriteFrameCache.h 5KB
util.h 4KB
OpenGL_Internal.h 4KB
CCTexturePVR.h 4KB
chipmunk.h 4KB
CCTouchDispatcher.h 4KB
CLScoreServerRequest.h 4KB
CLScoreServerPost.h 4KB
cocos2d.h 4KB
CCRibbon.h 4KB
CCProtocols.h 4KB
CJSONScanner.h 4KB
CCRenderTexture.h 4KB
CCActionManager.h 4KB
FontLabelStringDrawing.h 4KB
SimpleAudioEngine.h 4KB
CCGrid.h 4KB
CCLabelTTF.h 4KB
CCConfiguration.h 4KB
CCSpriteFrame.h 3KB
cpConstraint.h 3KB
cpHashSet.h 3KB
CCTouchHandler.h 3KB
cpPolyShape.h 3KB
CCDirectorMac.h 3KB
CCArray.h 3KB
chipmunk_types.h 3KB
CDOpenALSupport.h 3KB
CCAtlasNode.h 3KB
FontManager.h 3KB
共 292 条
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