Chipmunk - Le Bottin des Jeux Linux

Chipmunk

🗃️ Specifications

📰 Title: Chipmunk 🕹️ / 🛠️ Type: Tool
🗃️ Genre: Development 👁️ Visual: 2D
🏷️ Category: Development ➤ Engine ➤ Physics engine 🏝️ Perspective:
🔖 Tags: ⏱️ Pacing: Real Time
🐣️ Approx. start: 👫️ Played: Single
🐓️ Latest: 🚦 Status: 01. Awaiting entry (no status)
📍️ Version: Latest: - / Dev: ❤️ Like it: 9. ⏳️
🏛️ License type: 🕊️ Libre 🎀️ Quality: 7. ⏳️
🏛️ License: MIT ✨️ (temporary):
🐛️ Created: 2023-11-20 🐜️ Updated: 2024-07-01

📦️ Deliverables

📦️ Package name: ..... 📦️ Arch: ✓
📄️ Source: ✓ ..... 📦️ RPM:
⚙️ Generic binary: ..... 📦️ Deb:
🌍️ Browser version: ..... 📦️ AppImage:
📱️ PDA support: ..... 📦️ Flatpak:
✨️ Not use: ..... 📦️ Snap:

🚦 Entry status

📰 What's new?: 👔️ Already shown:
💡 Lights on: 💭️ New version published (to be updated):
🎨️ Significant improvement: 🦺️ Work in progress:
🎖️ This work: 1 stars 🚧️ Some work remains to be done:
👫️ Contrib.: goupildb 👻️ Temporary:
🎰️ ID: 16381

📖️ Summary

📜️[en]: 📜️[fr]:

🎥️ Videos

🕸️ Links

🏡️ Website & videos
[Homepage] [Dev site] [Features/About] [Screenshots] [Videos t(202xxx) gd(202xxx) gu(202xxx) r(202xxx) lp(202xxx) ht(202xxx)

g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx)

g[fr](202xxx) g[de](202xxx) g[ru](202xxx) g[pl](202xxx) g[cz](202xxx) g[sp](202xxx) g[pt](202xxx) g[it](202xxx) g[tr](202xxx)] [WIKI] [FAQ] [RSS] [Changelog 1 2 3]

💰 Commercial
• (empty)

🍩️ Resources
(empty, license): [Homepage] [Dev site] 🎬️ g(202xxx)

🛠️ Technical informations
[PCGamingWiki] [MobyGames]

🦣️ Social
Devs (Credits 1 2 [fr] [en]): [Site 1 2] [Chat] [mastodon] [PeerTube] [YouTube] [PressKit] [Interview 1(202xxx) 2(202xxx)]
The Project: [Blog] [Chat] [Forums] [mastodon] [PeerTube] [YouTube] [PressKit] [Lemmy] [reddit] [Discord]

🐝️ Related
[GameFromScratch]

📦️ Misc. repositories
[Repology] [pkgs.org] [Generic binary] [Arch Linux / AUR] [openSUSE] [Debian/Ubuntu] [Flatpak] [AppImage(author's repo)] [Snap] [PortableLinuxGames]

🕵️ Reviews
[HowLongToBeat] [metacritic] [OpenCritic] [iGDB]

🕊️ Source of this Entry: [GameFromScratch]

🦣️ Social Networking Update (on mastodon)

🛠️Title: Chipmunk
🦊️ What's:
🏡️
🐣️
🔖
📦️
📖 Our entry: https://www.lebottindesjeuxlinux.tuxfamily.org/en/online/lights-on/

🥁️ Update:
⚗️
📌️ Changes:
🦣️ From: 🛜️

🏝️ https://www.youtube.com/embed/
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🦝️[fr] https://www.youtube.com/embed/
🕵️ https://www.youtube.com/embed/
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🕯️[fr] https://www.youtube.com/embed/
🎲️ https://www.youtube.com/embed/
🎲️ https://www.youtube.com/embed/
🎲️[fr] https://www.youtube.com/embed/
🎲️👤️https://www.youtube.com/embed/
🎲️👤️https://www.youtube.com/embed/
🎲️👥️ https://www.youtube.com/embed/
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🐧https://www.youtube.com/embed/
🐧https://www.youtube.com/embed/

🕶️

📚️ Name is a

📕 Description [en]

📜️ "blabla" 📜️


Chipmunk2D is a simple, lightweight, fast and portable 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 to the same quality of physics you find in newer 3D games. I hope you enjoy using Chipmunk2D!

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.
Lightweight C99 implementation with no external dependencies outside of the Std. C library.
Many language bindings available.
Simple, read the documentation and see!
Unrestrictive MIT license

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 its fullest potential. Feel free to contact us through our webpage: http://howlingmoonsoftware.com/

📕 Description [fr]

, par

Chipmunk est un