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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 i s 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 mak e 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 m ake 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 t o 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 librar y and demo application. Alteratively you could use the CMake files. iPhone: The XCode project can build a static library with all the proper compile r settings. Additionally, if you run the iphonestatic.sh script in the macosx/ d irectory, 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 incl ude/chipmunk/ directory to your project. UNIX: A forum user was kind enough to make a set of CMake files for Chipmunk. Th is 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 app lication. 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 tim e 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 Ch ipmunk 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 de mos all just set up a Chipmunk simulation space and the demo app draws the graph ics directly out of that. This makes it easy to see how the Chipmunk API works w ithout worrying about the graphics code. You are free to use the demo drawing ro utines in your own projects, though it is certainly not the recommended way of d rawing 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 collis ion until separation. * Erroneous collision type parameterns removed from cpSpaceDefaulteCollisionHa ndler(). * Moved FFI declarations of inlined functions into their own header. * Rearranged the project structure to separate out the header files into a separ ate 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 mu ch 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 rem oval of objects within callbacks, more programable control over collision handli ng.

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