- Make separate example executables
- Constraints
- Collision Handling
- CollideBodies component for Constraints, currently hardcoded to never collide
- Remaining Collision callbacks
- Add Gloss
play
version to allow interactive games - Implement body force components
- Implement remaining body components
- Conversion functions between body- and world space
- Implement remaining constraints
- Free FunPtrs (we currently leak a small amount of memory)
- Add explicitly managed shapes whose properties you can change at runtime
- Check(enforce?) proper deallocation of bodies/shapes/constraints on overwrites etc.
- Remaining spatial queries
- Fix issues on travis
- Hackage
- Presolve/Postsolve collision handlers
- Remaining collision properties
- Wildcard collision handlers
- Explicit gloss Picture component, make shapes write-only
- Haddocks
- Proper SpacePtr cleanup
- Proper convex polygon rendering
- Clean up pragmas
- Move examples to separate package
- Move rendering to separate package?
- Solve orphan instances
- Consistent variable naming
- Tests
- Render Constraints
-
playWorld
camera tracking? - Documentation/tutorials?
- Switch to normal FFI instead of inline-c?
- Better naming for shapes/convex
- Get constaint properties (getConstraintImpulse, getPinJointDistance, etc.)
- Include entity index from data pointer in Chipmunk error messages
- Implement remaining global properties (errorbias etc.)
- Apply(Impulse/Force)At(Local/World)
- Benchmarks
- Performance tuning (inlining etc.)
- Conditionally compiled (debug flag) warnings when setting e.g. position without a body, or density without a shape