PDA

View Full Version : Paul Robello - New Delphi ChipMunk 2D Physics Port



bigsofty
15-12-2008, 03:10 PM
Not mine but noteworthy, seems to have been missed here...

http://www.par-com.net/~paulr/GLScene/chipmunkdemo.zip

12-2-08
Fully ported from SVN snapshot on 12-02-08 revision 112
Fixes since last port:
Fixed motor constraint
Fixed Pivot constraint
Fixed infinity constant
Fixed moment for circle
Fixed cpSpaceFreeChildren
Cleaned up parm lists
Changed many struct parms to const for speed
Changed contact persistence to default to 10 instead of 3
Changed contact persistence and other slop consts to var to make them
user definable at runtime
Added utility function cpvlerp
Added option to breakable joint to auto free delegate constraint when broken
Added getimpulse to spring constraints so they can be used with
breakable joints
Added space member to body, shape and constraint structs so you know
which space they belong to.
Bodies now track all shapes that belong to them with a shapes array member
Created new unit ChipmunkRenderDef which contains a function DrawPhysics
which can be called from a DirectOpenGLRender to render a space
Demo changes:
Demo now uses GLOrtho instead of GLOrtho2D so the space is much more stable.
Chains now use really strong springs with circle shapes at the joints
for collision.
New shape overlaps are now merged into a single body instead of pined
together. (chains are still pined not merged)
Dragging shapes around now does not cause the grabbed shape to jump.
You can put a pivot joint between shapes now or between a shape and the
static world.

Joshas
03-01-2009, 04:39 PM
Thank you very much - I've been looking for a simple physics engine for a long time.