Chipmunk2D Physics

Chipmunk2D Physics is our high performance, cross-platform, 2D rigid body physics library. Chipmunk is used in countless games and libraries across dozens of platforms.


Cocos2D

We maintained the cross-platform, open-source 2D game engine, Cocos2D. Our expertise brought high performance physics to the engine and a new renderer that featured multi-threading, fast culling, streaming vertex buffers, and Metal support.

Unity3D

Our Unity3D clients have ranged from two major Fortune 500 companies to local tech startups. We've done everything from 3D platformers to music education software with plugins for chord recognition.

Galactic Guardians, a Cocos2D rendering tech demo, features screen space distortion, burning debris shaders, single-pass parallax backgrounds, and more. (Youtube, source, iTunes)

Super Fast Soft Shadows brings our great shadow rendering technology to Unity3D. Available on the asset store!

AtPlayMusic iOS apps do audio recognition to evaluate students as they play on flutes, trumpets, and more. We even created guitar chord detection algorithms!

Our latest news:

August 29th, 2017
Comments Off on Improved Lerp Smoothing.

A Useful Snippet: A lot of game developers will recognize this line of code: value = lerp(value, targetValue, 0.1); It’s super useful, and can be used for all sorts of things. With a higher constant, it’s a good way to smooth out jittery input from a mouse or joystick. With a low constant, it’s a […]

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August 1st, 2013
Comments Off on

We had a great time at GDC last week! We ended up meeting a lot of new and interesting people. It’s always great because we can chat with a lot of people who are and are not using Chipmunk to figure out how we can make it even better. Farewell Chipmunk Physics. Long Live Chipmunk2D! […]

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December 16th, 2010
Comments Off on Arena Combat

We only touched on the arenas briefly in previous posts. An arena system allows the player to get right into the game, and it enables an effective risk-reward cycle. Players are encouraged to choose their own pace and challenge level. Right now, six different arenas make up a zone. Each arena in a zone has […]

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December 11th, 2010
Comments Off on Shield Upgrades

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December 8th, 2010

We fixed some bugs with the ship damage stuff- it had to do with how values were recalculated when components were lost. We created a medium blaster, as I’ve been learning how to model a little bit. It’s a slower, but more powerful weapon with a larger energy draw. I’ve done some visual upgrades to […]

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October 3rd, 2010

The first five minutes of gameplay is responsible for hooking your user. And within those first five minutes you need to teach your player about what’s going on. Becoming hooked on a game relies on engaging the person. You have to show off the start of the game and show that there’s more, sparking curiosity. […]

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September 20th, 2010

Who says that you can’t be polite and proper even if you are a programmer? #define please int a = 5; please int myFunction(){ return 5 please; } if(error) abort please (); They may be unavailable in convenience and grocery stores that stock other non-restricted OTC medications. Everybody has a distinct metabolism in their bodies, […]

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August 14th, 2010

Scott and I have spent much brainpower on the matter of deciding what elements of our universe collide with what. Our primary question is: Should ships collide with other ships? There are both gameplay and technical considerations here. First, we’ll start with some background. We’re representing every collision object in the game as collections of […]

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January 6th, 2010
Comments Off on Simple Swept Collisions

With the large and dynamic scale that we have planned for Solaro, the game is going to need to work with relatively high velocities. We’ll want to allow ships to travel fairly fast so that they can get around the world, and bullets will have to travel even faster so that you can hit things. […]

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November 10th, 2008
Comments Off on Marching Squares?

One issue we have been running into as part time developers is that we don’t always have the time to build the tools that we’d like in order to build our games. Level editors in particular can be tricky if your game needs a non-trivial one where you can’t just define levels in text files. […]

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June 26th, 2019
Comments Off on Verdant Skies Summer Modding Update and Sale

Verdant Skies is now at 1.4.0! This huge update has major new features for mod makers and mod enthusiasts. We’ve also reworked romance events for Sasha, Yuki, Rosie, Wyatt and Miles. You’ll now have new flirting options with these characters, and if you’re not hinting at a relationship, they won’t confess their love for you. […]

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