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Chipmunk2D integration module for Godot Engine

License: MIT License

C++ 23.74% Python 0.29% C 71.84% Objective-C 3.69% CMake 0.44%

godot-chipmunk's Introduction

Chipmunk 2D integration module for Godot Engine

A simple C++ module integrating the Chipmunk 2D physics library into Godot Engine. Development is still in very early stages, everything is untested.

Why?

Godot Engine already contains a very good, albeit simple, 2D physics engine implementation. It's based on Chipmunk and, for most games, is more than enough. However, 2D games that require a bit more control and flexibility over its physics could benefit from a bigger and more complex implementation.

Features

  • Integrates Chipmunk2D 7.0.1 into Godot as a C++ module.
  • No setup required. If you can build Godot from source, you can use this module.
  • Does not disable or replace Godot's 2D physics engine.
  • Provides easy-to-use Object wrappers for every Chipmunk entity
    • i.e. cpSpaceNew() becomes ChipmunkSpace.new()
  • Full access from C++ and GDScript
  • Offers Chipmunk functionality through custom Nodes, i.e. ChipmunkRigidBody (Not yet implemented)

Compilation

  • Clone the contents of this repository into <Your Godot source folder>/modules/chipmunk
    • Please note that this project is meant to be used with Godot's 2.1 branch.
  • Build and run Godot normally

License

Released under the MIT License.

To Do

As this module is currently in its early stages of development, a lot is missing. cpSpace, cpBody and cpShape are almost completely wrapped (with GDScript bindings), only missing some stuff related to queries and callbacks. Nothing constraint-related is implemented right now.

godot-chipmunk's People

Contributors

lightspeedlucas avatar

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