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Thread: Paul Robello - New Delphi ChipMunk 2D Physics Port

  1. #1

    Paul Robello - New Delphi ChipMunk 2D Physics Port

    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.

  2. #2

    Paul Robello - New Delphi ChipMunk 2D Physics Port

    Thank you very much - I've been looking for a simple physics engine for a long time.

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