Our first update in years brings Steam Deck verification and full controller support!
Posts
andykorth
2025 Update, with Steam Deck Support!
andykorth
Transportinators of Doooooom!
We came across a youtube video of an old favorite Phineas and Ferb game!
andykorth
Verdant Skies Summer Modding Update and Sale
Verdant Skies version 1.4.0 includes new features for mod makers, reworked romance events, and many improvements!
Scott Lembcke
Improved Lerp Smoothing.
Repeated lerp operations are equivalent to evaluating an exponential curve. Learn how to rewrite them in a framerate-independent form using exp/log for precise control.
Andy Korth
Announcing Verdant Skies
We’ve been busy on a lot of projects lately, including updates to our Super Fast Soft Shadows system, but today I’d like to announce our newest game: Verdant Skies!
Andy Korth
Super Fast Soft Shadow system in progress for Unity
Hi everyone- We’ve started a 2D soft shadow system and we wanted to share some screenshots and in-progress videos of how it’s going. The goals are:
Andy Korth
Chipmunk 7 released- Pro tools open sourced
The Chipmunk 7.0.0 release is complete!
Most notably, we’ve decided to integrate all of the Chipmunk2D Pro into the free and open source version of Chipmunk2D. We want the ARM NEON optimizations and autogeometry code to be in the hands of as many people as possible. This also allows these …
slembcke
Chipmunk2D for Platformers.
Physics engines and platformers are apparently a pretty good way to start flame wars on the internet. It’s definitely possible to make really bad physics-based platformers, and there are some pretty common hacks to do it that work quite poorly. Things don’t need to be this way!
admin
Chipmunk2D selected as official engine of Cocos2D!

Good news everyone! Chipmunk2D is the official, fully integrated, engine of Cocos2D, version 3.
One of the big features that Lars wanted to implement for Cocos2Dv3 was an easy to use, integrated physics engine. Cocos2D has supported external physics engines and even provided some utility classes to …
slembcke
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.
slembcke
Enhanced Collision Algorithms for Chipmunk 6.2
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 …
Andy Korth
Chipmunk2D for Unity is in progress
The last few weeks we’ve been working on Chipmunk bindings for Unity! If you’d like to stay up to date on our progress, follow us on Twitter:
slembcke
Chipmunk Pro performance on the iPhone 5
I finally joined the 21st century after buying a smartphone, an iPhone 5. (Woo I guess?) Anyway. One of the only interesting things that changed with the iPhone 5 was the CPU. It’s supposed to be much faster and uses an new instruction set with extra registers for the NEON vector unit. I was …
Andy Korth
Fifth Annual New Year App Blowout
I promise we’re not dead, I’ve just been working on the New Year App Blowout. This year’s sale went great. I had all the spots filled by mid-December, and we got some really great high-profile apps.
slembcke
Chipmunk 6.1 preview.
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 …
Andy Korth
Community News Roundup.. with videos!
We’ve got a handful of small news items that weren’t big enough for their own posts, so now we’ll catch you up on some Chipmunk and Howling Moon news!
slembcke
Useful Math Snippets
Framerate Independent Interpolation:
So one of my favorite math tricks is simple damping. Say you have a moving object that you want to apply some drag to. The easy way to do it is to multiply the velocity of the object by a number slightly less than 1.0 each frame:
Andy Korth
Collision Detection and Spatial Indexes
This is a reprint of an article we wrote a few months ago for Game Physics Mag.
“Ninety percent of your time is spent in ten percent of your code”, as the old adage goes, so choosing the proper algorithms for that 10% of the code in your game can be key. In the realm of collision detection and other …
Andy Korth
GDC 2012
Scott and I are heading to GDC tomorrow, and if you’d like to meet up sometime, please email us at admin (at) howlingmoonsoftware.com. We’ve got loads of Chipmunk t-shirts that we’re planning on giving out, and we’d love to meet as many people as possible.
Andy Korth
Meet Yggy, our global game jam game!
Last month, Scott and I participated in the Global Game Jam. Together with Ashley, the extremely skilled artist we found, we made a fun little game that highlights the concepts of the cycle of life.