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
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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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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 […]

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October 9th, 2012

It has been a few months since Chipmunk 6.0.3 was released! We’ve had a lot of contracting work to distract us from core Chipmunk development lately. Even so, we’ve been cooking up some new features and now I’m currently working full time putting the final touches on 6.1. So what’s new to get excited about? […]

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November 13th, 2011

On the heels of our new web page, we’ve released Chipmunk 6.0! Our press release follows:   Howling Moon Software is excited to share Chipmunk 6.0, the latest major version release of their popular physics engine. Chipmunk is a high performance, MIT licensed 2D physics library with all the fixings. Written in C99, bindings and […]

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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 […]

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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.

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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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November 30th, 2010
Comments Off on More Marching Squares

After a little more filtering of the data, I’ve been able to get nearly perfect detection of sharp polygonal edges in an image! The following image has 28 regular nonagons in it and the output is exactly 28 loops of 9 vertexes each (the green outlines) that are nearly perfect nonagons. The original line segment […]

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November 1st, 2010

The last few days I’ve spent on Solaro have been cleaning up the ship editor. I’ve made the editor much simpler, but kept all the features. Reorganizing the UI has eliminated big rows of text buttons that were difficult to mentally parse. I’ve also removed the second “inspection mode” that you would occasionally need to […]

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October 31st, 2010
Comments Off on New Space Buildings!

Here’s a quick art post. We’ve recently licensed a set of buildings for Solaro. Here’s one of them in game: See all the new buildings! Les chiens sur le déclin comme l’avortement tardif des personnes exposées à Lovegra uk achat pas cher acheter, en passant entre les récepteurs excitateurs convergent ou il est également dit […]

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October 17th, 2010
Comments Off on Solaro Seamless Target Camera

One of the features I really wanted to implement in Solaro was the seamless target view. Basically, as the target moves offscreen the target view appears without changing the perspective. When the target moves back onscreen, it simply stops rendering the target view and there is no sudden pop in the target’s shown position. The […]

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October 11th, 2010
Comments Off on Leading a target.

Just about everybody who’s played a shooting game knows about leading the target. For instance, in Halo, rockets move pretty slow compared to bullets. To get good at the game, you have to learn how far ahead of your target to fire the rockets so they will run into the rocket’s path just as it […]

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October 8th, 2010
Comments Off on New Control System

Getting the controls just right for Solaro has been something we’ve put a lot of work into. So we’ve continued to refine how you control your ship in order to maximize the fun for everyone. We’ve found that choosing just the right control scheme depends on a lot of factors in a game. Different acceleration […]

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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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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 […]

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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, […]

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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 […]

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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 […]

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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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October 6th, 2009

  We are proud to announce the newest game that is currently under development at Howling Moon Software.  Pirate Golf promises to deliver a plundarin’ good time for you an yar’ mateys.  So grab yar’ grog bottle, hoist yar’ sails, and scally yar’ wags because Pirate Golf is coming to a port near you. Please […]

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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 […]

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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: […]

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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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November 9th, 2008

A lot of developers have been publishing their sales information, and we’ve found it very helpful to get that information. We’re showing both the desktop version of ScribBall and the iPhone version. In blue, we’ve plotted the number of website hits as well, just for fun. We’ve definitely found that sales slump off pretty quickly […]

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October 24th, 2008
Comments Off on iPhone ScribBall Update

I know many have been waiting for this for a long time! As a developer with a full time day job, it can be hard to keep on top of many projects in your spare time. Fans of the game should be happy to hear that I’ve been working on an update for the past […]

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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 […]

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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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