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Deformable Chipmunk Terrain

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Published on Jul 20, 2011

OSX executable available here: http://files.slembcke.net/temp/Deform...

A demo for Chipmunk Pro's auto-geometry module. It works by using a sampling function, so you can make it trace an image mask, procedural noise such as perlin noise, or any other function you can think of.

For this demo I stored the terrain density in a point cloud, a list of fuzzy dots. This uses very little memory and doesn't have any bounds. While you can't scroll in this demo, if the same technique was used in a game you could keep digging in any direction and never hit any limits or edges.

The demo also breaks the terrain up into tiles. Whenever a chunk is taken out of the terrain, it only updates the tiles that it overlaps. This allows it to run very fast, requiring only 0.2 milliseconds on a Core 2 Duo machine for each chunk of terrain removed.

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