A simple C++ module integrating the Chipmunk 2D physics library into Godot Engine. Development is still in very early stages, everything is untested.
- Godot: https://godotengine.org
- Chipmunk 2D: http://chipmunk-physics.net
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.
- 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()
becomesChipmunkSpace.new()
- i.e.
- Full access from C++ and GDScript
Offers Chipmunk functionality through custom Nodes, i.e.(Not yet implemented)ChipmunkRigidBody
- 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
Released under the MIT License.
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.