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jipmunk

Java port of the Chipmunk physics engine

Features

  • Designed specifically for 2D video games.
  • Circle, convex polygon, and beveled line segment collision primitives.
  • Multiple collision primitives can be attached to a single rigid body.
  • Fast broad phase collision detection by using a bounding box tree with great temporal coherence or a spatial hash.
  • Extremely fast impulse solving by utilizing Erin Catto’s contact persistence algorithm.
  • Supports sleeping objects that have come to rest to reduce the CPU load.
  • Support for collision event callbacks based on user definable object types types.
  • Flexible collision filtering system with layers, exclusion groups and callbacks.
  • Can be used to create all sorts of effects like one way platforms or buoyancy areas. (Examples included)
  • Supports point, segment (raycasting), shape and bounding box queries to the collision detection system.
  • Impulses amounts can be read out for gameplay effects.
  • Large variety of joints – easily make vehicles, ragdolls, and more.
  • Joint callbacks.
  • Can be used to easily implement breakable or animated joints. (Examples included)
  • Maintains a contact graph of all colliding objects.
  • Lightweight Java implementation with no external dependencies.
  • Simple, read the documentation and see!
  • Unrestrictive MIT license

Building

Ant is used as the build system. The buildfile is build.xml. The default target builds the library. Calling ant target "example.ExampleMenu" will create the examples and start an application were you can choose to show one of the examples.

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Java port of the Chipmunk physics engine

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