A fast, lightweight 2D rigid body physics library written in C, designed specifically for video games.
Chipmunk2D is a fast and lightweight 2D rigid body physics library written in C, designed specifically for video games. It provides collision detection, impulse solving, and joint systems to simulate realistic physics in 2D environments, solving the need for performant and accessible physics in game development.
Game developers and programmers creating 2D video games or simulations who need an efficient, portable physics engine without external dependencies.
Developers choose Chipmunk2D for its simplicity, speed, and MIT license, offering a dedicated 2D physics solution with features like flexible collision filtering, multiple joint types, and broad language bindings.
A fast and lightweight 2D game physics library.
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Uses bounding box trees and Erin Catto's contact persistence algorithm for efficient impulse solving, as highlighted in the features for rapid broad-phase detection.
Supports layers, exclusion groups, and callbacks for custom effects like one-way platforms, with examples included in the demos for buoyancy areas.
Written in C99 with no external dependencies, making it easy to compile and integrate across various platforms, as emphasized in the philosophy.
Includes multiple joint types for creating complex interactions like vehicles and ragdolls, with breakable joint support via callbacks, as noted in the features.
The README admits that MSVC 9 projects may not work and require manual fixes, indicating potential setup hurdles for Windows developers.
The project is moving from GitHub to Codeberg, which could disrupt community engagement and support during the shift, as mentioned in the README warning.
As a C library, it lacks high-level abstractions and requires more coding effort for integration compared to engine-based solutions, with demos as the primary learning resource.