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Fix MakeDocs script, and slightly update docs
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viblo committed Jan 6, 2025
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2 changes: 1 addition & 1 deletion doc-src/MakeDocs.rb
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,7 @@ def pop_open_div(name)

def pop_open_example(name)
divid = "Pop Open #{name} Example"
return %{<div><a class="HideShow" href="javascript:;" onmousedown="toggleExample('#{divid}', 'examples/#{URI.escape(name)}.html');">Hide/Show #{name} Example</a><div id="#{divid}" style="display:none"></div></div>}
return %{<div><a class="HideShow" href="javascript:;" onmousedown="toggleExample('#{divid}', 'examples/#{CGI.escape(name)}.html');">Hide/Show #{name} Example</a><div id="#{divid}" style="display:none"></div></div>}
end

$node_path = [Node::Root]
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14 changes: 13 additions & 1 deletion doc-src/chipmunk-docs.textile
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Expand Up @@ -2,7 +2,19 @@

<%= pop_open_div("Outline") %><%%= Node::Root.outline %></div></div>

<%= h 1, "Chipmunk2D 7.0.3", "Intro" %>
<%= h 1, "Munk2D 8.0.0", "Title" %>

<%= h 2, "Fork Info - Start here", "ForkInfo" %>

"Munk2D":https://github.com/viblo/Munk2D is a friendly fork of the original "Chipmunk2D":https://github.com/slembcke/Chipmunk2D 2D physics library.

The main purpose of this fork is to be a compainion for the Python 2D physics library "Pymunk":https://www.pymunk.org which is built on Chipmunk2D. Given the slow pace of development of Chipmunk2D, and some unique requirements and oppurtunitites of Pymunk this is something that have grown over a long time. What really made me (Viblo/author of Pymunk) consider to make it more formal was the discussion "here":https://github.com/slembcke/Chipmunk2D/issues/237 with Slembcke, the creator of Chipmunk2D.

I do not forsee that I have the time, motivation or skills to really revive Chipmunk2D. However, I hope to incorporate minor new features, and a bunch of fixes. Any changes are driven by what make sense from the Pymunk use case. However, I do think many of these changes are useful also to users outside of Pymunk, and you are of course free to use the fork for other projects / languages as well.

The rest of the documentation is minimally edited from the original Chipmunk2D.

<%= h 2, "Intro", "Intro" %>

Chipmunk2D is a 2D rigid body physics library distributed under the MIT license. It is blazingly fast, portable, numerically stable, and easy to use. For this reason it has been used in hundreds of games across just about every system you can name. This includes top quality titles such as Night Sky for the Wii and many #1 sellers on the iPhone App Store! I've put thousands of hours of work over many years to make Chipmunk2D what it is today. If you find Chipmunk2D has saved you a lot of time, please consider "donating":https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=6666552. You'll make an indie game developer very happy!

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77 changes: 41 additions & 36 deletions doc-src/doxygen_main
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@@ -1,36 +1,41 @@
/**
@mainpage Chipmunk2D and Chipmunk2D Pro API reference.

<h1>What is Chipmunk2D?</h1>

First of all, <a href="http://chipmunk2d.net">Chipmunk2D</a> is a 2D rigid body physics library distributed under the MIT license.
It is intended to be fast, portable, numerically stable, and easy to use.
For this reason it's been used in hundreds of games across every recent system you can name.
I've put thousands of hours of work over many years to make Chipmunk2D what it is today. I hope you enjoy working with it!

Chipmunk2D Pro builds on what we've made with C Chipmunk2D and extended it with more features, platform specific performance tuning, and new features.
Currently we offer a Objective-C binding, ARM NEON optimizations for mobile CPUs, and a very high performance and flexible automatic geometry library.

Objective-Chipmunk for iPhone/Mac provides extended APIs and a first rate Objective-C wrapper with support for
properties, blocks and ARC (automatic reference counting) to make Chipmunk2D coding more efficient with your time on Apple platforms.

The ARM optimizations use the NEON SIMD coprocessor found in any smartphone using an ARM Cortex A* CPU
including all iOS hardware since the 3GS and many Android phones.

The auto geometry library can generate geometry from bitmap images or procedural data.
You can use it for generating convex hull shapes from sprites, or create an entire level's collision shapes from a background image.
It can also be easily set up to be used for high-performance deformable terrain or infinite procedural terrain.

If you'd like to hear more about Chipmunk2D Pro or download a trial library check out the <a href="http://chipmunk-physics.net/chipmunkPro.php">Chipmunk2D Pro page</a>.

<h1>Where do I start?</h1>

You might want to start by looking at some <a href="http://chipmunk-physics.net/downloads.php">sample code</a>.
From there, you probably want to skim over the latest
<a href="http://files.slembcke.net/chipmunk/release/ChipmunkLatest-Docs/">documentation</a>.
While geared towards C developers, it introduces all the important building blocks.
The Objective-C API simply takes things to the next logical step.

<h1>Note:</h1>
These Doxygen docs cover both the C Chipmunk2D API as well as Objective-Chipmunk. The Objective-Chipmunk classes (Chipmunk*) are not available except with Chipmunk2D Pro.
*/
/** @mainpage Chipmunk2D and Chipmunk2D Pro API reference.

<h2>What is Chipmunk2D?</h2>

First of all, <a href="http://chipmunk2d.net">Chipmunk2D</a> is a 2D rigid body
physics library distributed under the MIT license. It is intended to be fast,
portable, numerically stable, and easy to use. For this reason it's been used in
hundreds of games across every recent system you can name. I've put thousands of
hours of work over many years to make Chipmunk2D what it is today. I hope you
enjoy working with it! Chipmunk2D Pro builds on what we've made with C
Chipmunk2D and extended it with more features, platform specific performance
tuning, and new features. Currently we offer a Objective-C binding, ARM NEON
optimizations for mobile CPUs, and a very high performance and flexible
automatic geometry library. Objective-Chipmunk for iPhone/Mac provides extended
APIs and a first rate Objective-C wrapper with support for properties, blocks
and ARC (automatic reference counting) to make Chipmunk2D coding more efficient
with your time on Apple platforms. The ARM optimizations use the NEON SIMD
coprocessor found in any smartphone using an ARM Cortex A* CPU including all iOS
hardware since the 3GS and many Android phones. The auto geometry library can
generate geometry from bitmap images or procedural data. You can use it for
generating convex hull shapes from sprites, or create an entire level's
collision shapes from a background image. It can also be easily set up to be
used for high-performance deformable terrain or infinite procedural terrain. If
you'd like to hear more about Chipmunk2D Pro or download a trial library check
out the
<a href="http://chipmunk-physics.net/chipmunkPro.php">Chipmunk2D Pro page</a>.

<h2>Where do I start?</h2>

You might want to start by looking at some
<a href="http://chipmunk-physics.net/downloads.php">sample code</a>. From there,
you probably want to skim over the latest
<a href="http://files.slembcke.net/chipmunk/release/ChipmunkLatest-Docs/"
>documentation</a
>. While geared towards C developers, it introduces all the important building
blocks. The Objective-C API simply takes things to the next logical step.

<h2>Note:</h2>
These Doxygen docs cover both the C Chipmunk2D API as well as
Objective-Chipmunk. The Objective-Chipmunk classes (Chipmunk*) are not available
except with Chipmunk2D Pro. */

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