WiredMunk - 2D Physics for Networks

WiredMunk is my latest project. It is a C++ framework for creating networked games with a real 2D physics engine. Based on ChipMunk, it abstracts away the complexities of coding networked games - particularly physics-based networked games - enabling developers to concentrate on making fun experiences instead of worrying about plumbing code.

The sourcecode can be pulled down from SVN via the SourceForge page:


A sourcecode zip package will be available soon. In the meantime, here’s a video of WiredMunk in action. The window on the left is the local computer. The window on the right is the remote computer viewed via Remote Desktop.

I’ve used the <video> tag above as I’m thoroughly fed up with FLVs. If you’re not using a browser that can view H.264 video tags, here’s a direct link to the video:

WiredMunk Demo


Ryan Fox on 2009-10-29 at 15:44 said:

Will it work on the DS? :)

Ant on 2009-10-29 at 17:33 said:

Chipmunk is entirely dependent on on floating-point maths, whilst WiredMunk needs a reliable implementation of BSD sockets. DS homebrew can’t really do either. At the moment WiredMunk works very well with OSX. If you’re willing to fight with the compiler a bit it should compile in Linux (and definitely will do when I fix a few bugs), which means it should work on the Pandora. Whenever that gets released…

Chase-san on 2009-10-31 at 01:21 said:

Well the DS can do fixed point math pretty fast, and it has an extensive system for even some of the more advanced mathematical operations (such as sqrt, sin, cos, arctan, etc).

You can compile floating point onto DS but its generally considered a bad thing to do (for good reason as its all software emulated).

As for BSD socket, the closest thing it has is /libnds/include/sys/socket.h