View Full Version : Chipmunk 4.0.0
Skorche
2007.10.28, 03:35 AM
Finally got around to bundling up another release. I know some of you around here use it.
See the Chipmunk forums release thread (http://www.slembcke.net/forums/viewtopic.php?f=4&t=46) for more info.
Mind if i ask if there are any plans for 3D chipmunk physics? I was considering trying to convert things to 3D if the algorithms used in chipmunk allow so, I haven't really looked, yet.
Skorche
2007.11.01, 07:13 PM
I'm not really interested in making 3D games, so no.
I believe Bullet now has the option to use the same impluse solver algorithm that I use.
Duane
2007.11.01, 10:28 PM
Bullet, ODE, and newton all do 3D fairly well. Pick and choose.
Well, my intention was to stick with a chipmunk style API, as its rather nicer than the alternatives, IMO. But I also might try something new entirely :)
Skorche
2007.11.02, 10:17 PM
To be honest, I never really looked at other APIs much. I looked some at ODE a couple of years ago, but that was about it.
What in particular do you like about Chipmunk's API?
bronxbomber92
2007.11.02, 11:10 PM
Skorche, where can I find a description of the impulse solver you use (or would you mind describing it)? I'm thinking I'll be writing a 3D physics engine using very similar techniques to Chipmunk's (the spatial hash for broad phase, and the sequential solver). It'll be using C++, a different internal design (allowing the engine to be independent of the methods it uses) and it'll be in 3-dimensional, but will be influenced by Chipmunk and Box2D!
Btw, your engine looks great! I'm just not interested in 2D :)
vBulletin® v3.6.8, Copyright ©2000-2008, Jelsoft Enterprises Ltd.