pl_ChipmunkPas
- Details
 - Category: Physics
 - Published: Sunday, 20 October 2013 05:47
 - Written by Administrator
 - Hits: 14252
 
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
				
				
				
				
							
			
						