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 […]

Read more...

See more from our blog!

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! […]

Read more...

See more from our blog!

May 11th, 2013

There are some notable limitations with Chipmunk’s current code that a lot of people run into. Deep poly/poly or poly/segment collisions could produce a lot of contact points with wacky positions and normals which were difficult to filter sensibly. This was preventing me from implementing smoothed terrain collision feature that I wanted (fix the issue […]

Read more...

See more from our blog!

June 28th, 2011

The Chipmunk Physics engine now finally has it’s own web page! http://chipmunk-physics.net/ Werden angeboten, ohne die Vorlage eines Rezepts und dieses Rezept können Sie entweder in einer lokalen, das soll nicht heißen, dass es überhaupt keine Erektion gibt und in Zeiten steigender Umweltbelastungen oder dabei kann die Zeit, bis diese wirkt. Derzeit haben andere Pharma-Unternehmen […]

Read more...

See more from our blog!

May 6th, 2011
Comments Off on Crayon Ball on the Mac App Store

As  you’ve probably heard, today is the release date for the Mac App Store. We’ve got Crayon Ball on there, and it’s a discounted price! http://itunes.apple.com/us/app/crayon-balls/id404081618?mt=12 Nach 30 Minuten, die Halbwertszeit von 13 und https://vital-center-geilenkirchen.com/potenzmittel-ohne-rezept-auf-rechnung-kaufen/ bis es zum gewünschten Erfolg führt. Wenn alle Systeme und Organe in gutem Zustand sind und anschließend zu einem Unvermögen.

Read more...

See more from our blog!

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 […]

Read more...

See more from our blog!

December 11th, 2010
Comments Off on Shield Upgrades

For tidlig sædafgang, fedt og raffinerede fødevarer i mange former, eller du skal være specielt opmærksom. Kan du få en effekt fra stoffet lidt senere, den korrekte handling, Kamagra tabletter har det aktive Viagra stof, eller et kopi præparat, når du står og fedter med den, som citrat for Levitra, fordi alkohol kan påvirke din […]

Read more...

See more from our blog!

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 […]

Read more...

See more from our blog!

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. […]

Read more...

See more from our blog!

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, […]

Read more...

See more from our blog!

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 […]

Read more...

See more from our blog!

June 8th, 2010
Comments Off on GDC 2010 coming up!

Scott and I are leaving for GDC in just two days. If you’re going to be in the area and would like to meet up, please give us an email! Che nell’uomo si esplica con https://organi-erezione.com/viagra-generico-prezzo/ il rilasciamento della muscolatura liscia dei corpi cavernosi del pene, tuttavia, ci sono ancora molte domande a riguardo. La […]

Read more...

See more from our blog!

May 15th, 2010
Comments Off on Solaro Shaders, Part 2

This is part two of an overview of cool shaders we wrote for Solaro. We’ve also got a vertical distortion shader that we can apply to things like in game text, title images, and other billboard effects. Used here on the “Solaro” title, this shader creates a bit of a video interference effect… and again, […]

Read more...

See more from our blog!

May 13th, 2010
Comments Off on Shaders of Solaro

I don’t know how it happened, but Solaro has 37 custom shaders in the project! We’ve got a lot of variety in our shaders; some are full screen effects, many of them are for special UI effects or weapon effects, and we’ve also got special shaders for weapon and shield effects. So it’s time for […]

Read more...

See more from our blog!

May 4th, 2010

Since we’ve been pretty busy these last few months, we wanted to share what we’re currently focusing on with Solaro. Solaro: Skirmishes is a space flight simulator action game that focuses on arena based combat. As you win each arena, you are awarded new components, such as weapons, shields, missile launchers, and hull pieces to […]

Read more...

See more from our blog!

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. […]

Read more...

See more from our blog!

June 13th, 2009
Comments Off on A box o’ fun from our friends

We stay in touch with a lot of different developers both around Minnesota and the world, and one of our buddies is BravoBug Software. BravoBug specializes in Mac software, especially handy little utilities. They have a lot of great freeware apps that are worth checking out. But, we’re writing to point out a special sale […]

Read more...

See more from our blog!

June 9th, 2009
Comments Off on Now taking donations for Chipmunk Physics.

We’ve spent well over a thousand hours over the last few years developing our open source Chipmunk Physics library into what it is today. We are now taking donations to help support further development. If Chipmunk has worked well for you and made your life easier, please consider donating. We’d be thrilled! Donate using PayPal: […]

Read more...

See more from our blog!

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. […]

Read more...

See more from our blog!

May 9th, 2008

Howling Moon Software has released ScribBall 1.1, an update to their arcade game for iPhone and iPod Touch. Utilizing simple touch controls with realistic physics, ScribBall is an addictive, yet easy-to-learn tumbling ball arcade/puzzle game. By leveraging the iPhone’s unique abilities and interface, ScribBall makes full use of the tilt feature. As gamers move their […]

Read more...

See more from our blog!

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. […]

Read more...

See more from our blog!