pl_ChipmunkPas

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