A fast, lightweight 2D rigid body physics library written in C, designed specifically for video games.
Chipmunk2D is a 2D rigid body physics library written in C, designed to provide fast, lightweight physics simulation for video games. It solves the problem of integrating realistic physics—like collisions, joints, and movement—into 2D games without heavy performance overhead.
Game developers working on 2D video games who need a performant, easy-to-integrate physics engine, particularly those using C or languages with bindings like Objective-C, Python, or Lua.
Developers choose Chipmunk2D for its speed, simplicity, and portability, offering high-quality physics with no external dependencies and a permissive MIT license, making it ideal for both indie and professional game projects.
A fast and lightweight 2D game physics library.
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Designed specifically for 2D video games, with features like beveled line segments and temporal coherence in collision detection for efficient simulations.
Implements Erin Catto's contact persistence algorithm for rapid impulse resolution and supports sleeping objects to reduce CPU load, as highlighted in the README.
Written in C99 with no external dependencies beyond the standard C library, making it easy to compile and integrate across various platforms.
Offers collision filtering with layers, exclusion groups, and callbacks, enabling effects like one-way platforms or buoyancy areas, with examples included.
The project's move to Codeberg may lead to reduced visibility and fragmented support, as the maintainer plans to eventually drop GitHub, potentially affecting long-term maintenance.
Building on UNIX can require additional libraries like GLUT or libxmu, and Windows support might be outdated for older Visual Studio versions, as admitted in the README.
Focuses solely on rigid body physics without built-in support for soft bodies, particles, or fluid dynamics, which might be needed for more complex game effects.