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Advanced physics engine library based on Chipmunk in C#

License: MIT License

C# 62.43% C 12.83% C++ 2.76% Makefile 0.05% JavaScript 19.94% HTML 1.66% CMake 0.10% Objective-C 0.22%

chipmunksharp's People

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kjpou1 avatar netonjm avatar

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chipmunksharp's Issues

Support for windows

There doesn't seem to be a working method in this release to compile chipmunk 2d into windows .dll file's. Can this please be addressed? My project will be splintered if I can't get this engine compiled for Windows.

Roadmap

Hi!

It is very exciting to see a new physics engine being ported to C#!

However it is hard to figure out when to expect something usable/testable on NuGet and what is going on.

  1. could you please post some sort of rough and short road map on the front page when you have a moment?

  2. is it a learning exercise or driven by a commercial project? Any contact with the original Chipmunk company?

  3. what platforms do you plan to target (e.g. when using MonoGame Vector2 should ideally replace cpVect instead of casting)?

  4. what will be the best communication channel for non-issue type of questions?

  5. do you plan to support it more actively than the author of Farseer updates his engine :)?

Thank you for your effort!

[Renderer] Improve the current rendering logic to make it more friendly to new frameworks/toolkits

PhysicsDebugDraw class is responsible for rendering geometric stuff.
https://github.com/netonjm/ChipmunkSharp/blob/v7.0.0.Leaf/examples/ChipmunkExample/Common/Extensions/CCPhysicsDebugNode%20.cs

Right now this class was specifically created for CocoSharp library and not flexible to use in other stuff. Now we need to add more abstraction and re-architecture it, to allow handle multiple libraries, drawing API's and/or platforms... etc...

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