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name: Build documentation | ||
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on: | ||
push: | ||
branches: master | ||
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jobs: | ||
build: | ||
runs-on: ubuntu-latest | ||
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steps: | ||
- uses: actions/checkout@v4 | ||
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- name: Install dependencies | ||
run: > | ||
sudo apt-get update && sudo apt-get install -y doxygen | ||
- name: Configure CMake | ||
run: > | ||
cmake -B . -D BUILD_DOCS=ON -D BUILD_DEMOS=OFF -S ${{ github.workspace | ||
}} | ||
- name: Build docs | ||
run: cmake --build docs | ||
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- name: Deploy docs | ||
uses: peaceiris/actions-gh-pages@v4 | ||
with: | ||
github_token: ${{ secrets.GITHUB_TOKEN }} | ||
publish_dir: ./build/html |
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# Munk2D | ||
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## FORK INFO | ||
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This is a fork of the original | ||
[Chipmunk2D](https://github.com/slembcke/Chipmunk2D) 2D physics library. | ||
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The main purpose of this fork is to be a companion for the Python 2D physics | ||
library [Pymunk](https://www.pymunk.org) which is built on Chipmunk2D. Given the | ||
slow pace of development of Chipmunk2D, and some unique requirements and | ||
opportunities of Pymunk this is something that have grown over a long time. What | ||
really made me consider making it more formal was the discussion | ||
[here](https://github.com/slembcke/Chipmunk2D/issues/237) with Slembcke, the | ||
creator of Chipmunk2D. | ||
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I do not foresee that I have the time, motivation or skills to really revive | ||
Chipmunk2D. However, I hope to incorporate minor new features, and a bunch of | ||
fixes. Any changes are driven by what make sense from the Pymunk use case. | ||
However, I do think many of these changes are useful also to users outside | ||
Pymunk, and you are of course free to use the fork for other projects / | ||
languages as well. | ||
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At the moment I don't have any formal release of this fork, but I plan to make | ||
some kind of rename and a release if/when enough changes are accumulated. | ||
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/Victor 2025-01-25 | ||
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### Differences | ||
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- This fork will have ABI breaking changes. For Pymunk it does not matter, a | ||
Pymunk version is always compiled against a specific Chipmunk2D version. | ||
- This fork might have API breaking changes. Since Pymunk wraps Chipmunk2D in a | ||
Python friendly API, end users of Pymunk won't be affected. | ||
- Some additional minor features, useful from Pymunk | ||
- Fixes to various issues, mainly those affecting Pymunk | ||
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--- | ||
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## NEW IN CHIPMUNK 7 | ||
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Chipmunk 7 is complete and now includes the ARM NEON optimizations, the | ||
autogeometry code, and the mulithreaded solver. | ||
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The latest "programming | ||
guide":http://chipmunk-physics.net/release/ChipmunkLatest-Docs/ is available. | ||
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## ABOUT | ||
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Chipmunk2D is a simple, lightweight, fast and portable 2D rigid body physics | ||
library written in C. It's licensed under the unrestrictive, OSI approved MIT | ||
license. My aim is to give 2D developers access to the same quality of physics | ||
you find in newer 3D games. I hope you enjoy using Chipmunk2D! | ||
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## FEATURES | ||
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- 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 nearest point, segment (raycasting), shape and bounding box queries | ||
to the collision detection system. | ||
- Collision impulses amounts can be retrieved for gameplay effects, sound | ||
effects, etc. | ||
- 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 C99 implementation with no external dependencies outside of the | ||
Std. C library. | ||
- "Many language bindings available":http://chipmunk2d.net/bindingsAndPorts.php. | ||
- Simple, read the "documentation":http://chipmunk2d.net/documentation.php and | ||
see! | ||
- Unrestrictive MIT license | ||
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## CONTRACTING | ||
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Howling Moon Software (my company) is available for contracting if you want to | ||
make the physics in your game really stand out. Given our unique experience with | ||
the library, we can help you use Chipmunk to its fullest potential. Feel free to | ||
contact us through our webpage: http://howlingmoonsoftware.com/ | ||
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## BUILDING | ||
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Mac OS X: There is an included Xcode project file for building the static | ||
library and demo application. Alternatively you could use the CMake files or the | ||
macstatic.command script inside the xcode/ directory to build a static lib and | ||
package up the headers for you. | ||
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iPhone: A native Objective-C API is included. The Xcode project can build a | ||
static library with all the proper compiler settings. Alternatively, you can | ||
just run iphonestatic.command in the xcode/ directory. It will build you a fat | ||
library compiled as release for the device and debug for the simulator. After | ||
running it, you can simply drop the Chipmunk-iOS directory into your iPhone | ||
project! | ||
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UNIXes: A forum user was kind enough to make a set of CMake files for Chipmunk. | ||
This will require you to have CMake installed. To build run 'cmake .' then | ||
'make'. This should build a dynamic library, a static library, and the demo | ||
application. A number of people have had build errors on Ubuntu due to not | ||
having GLUT or libxmu installed. | ||
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Windows: Visual Studio projects are included in the msvc/ directory. While I try | ||
to make sure the MSVC 10 project is up to date, I don't have MSVC 9 to keep that | ||
project updated regularly. It may not work. I'd appreciate a hand fixing it if | ||
that's the case. | ||
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## GET UP TO DATE | ||
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If you got the source from a point release download, you might want to consider | ||
getting the latest source from GitHub. Bugs are fixed and new features are added | ||
regularly. Big changes are done in branches and tested before merging them in | ||
it's rare for the point release downloads to be better or more bug free than the | ||
latest code. | ||
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Head on over to "GitHub":https://github.com/slembcke/Chipmunk2D and experience | ||
the future TODAY! (Okay, so maybe it's not that exciting.) | ||
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## GETTING STARTED | ||
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First of all, you can find the C API documentation in the doc/ directory. | ||
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A good starting point is to take a look at the included Demo application. The | ||
demos all just set up a Chipmunk simulation space and the demo app draws the | ||
graphics directly out of that. This makes it easy to see how the Chipmunk API | ||
works without worrying about the graphics code. You are free to use the demo | ||
drawing routines in your own projects, though it is certainly not the | ||
recommended way of drawing Chipmunk objects as it pokes around at the | ||
undocumented/private APIs of Chipmunk. | ||
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## SUPPORT | ||
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The best way to get support is to visit the "Chipmunk | ||
Forums":http://chipmunk2d.net/forum/. There are plenty of people around using | ||
Chipmunk on the just about every platform I've ever heard of. If you are working | ||
on a commercial project and want some more direct help, Howling Moon Software is | ||
also available for "contracting":http://howlingmoonsoftware.com/. |
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INFO: This TODO is not up to date | ||
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Priorities: | ||
Basics tutorial. | ||
Simple top down player controls. | ||
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