|Original author(s)||Scott Lembcke|
|Stable release||6.2.1 / October 15, 2013|
|Operating system||OS independent|
The Chipmunk SDK is a portable 2D physics engine written in C99 by Scott Lembcke with some parts published under the MIT license. Middleware physics engines like Chipmunk allow game developers to avoid writing their own code to handle the complex physics interactions possible in modern games. Chipmunk is a real-time rigid body physics engine that is designed to be lightweight, fast, and easy to use. Objective-C bindings are popular for use on the iPhone, and there are Ruby bindings, and third party interfaces for Python, Haskell, OCaml, and others. Chipmunk is supported by both the Aerosol  and cocos2d-iPhone game libraries.
Chipmunk supports multiple collision primitives attached to one rigid body, and bodies may be joined by constraints. It has a flexible collision detection system with layers, exclusion groups and collision callbacks. Callbacks are defined based on user definable "collision types" and may reject collisions and even override the calculation of friction and elasticity coefficients.
Chipmunk has been widely used on the iPhone, Mac/Windows/Linux, and other platforms, including Nintendo Wii and Sony PSP.
-  features listed in Chipmunk Physics.
-  Article regarding Chipmunk release of Objective-C bindings
- Pymunk at pyweek.org
- Hipmunk: A Haskell binding for Chipmunk.
-  Bindings and Ports
- Aerosol is a 2D game programming environment based around the Ruby programming language.
- Cocos2d is an open source 2d game framework written in Python. cocos2d-iphone is a port of cocos2d to Objective-C.
- "Chipmunk Physics ported to the PSP"
- Official website
- Chipmunk Forums
- chipmunk-ffi, a more up-to-date Ruby interface using Nice-FFI.
- Chipmunks Ruby Bindings, with more functionality wrapped.
- Demos of Chipmunk on YouTube
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