pl_ChipmunkPas
- Details
- Category: Physics
- Published: Sunday, 20 October 2013 05:47
- Written by Administrator
- Hits: 12685
pl_ChipmunkPas
it's a native Object Pascal port of chipmunk C library to CodeTyphon Studio.
Chipmunk is an simple, lightweight, fast and portable 2D rigid body physics library.
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.
The library is operating system independent.
You can explore Units, Functions, Procedures, Classes, etc in our
Source Documentation