Reading the chipmunk forums, I found about this game:
<http://xmoto.tuxfamily.org/>
nothing to do with iphone dev, but what I found really interesting, is
that they use Inkscape[1] (a gnu svg editor) to create the levels!
Pretty good idea... Since Inkscape lets you modify raw xml properties/
nodes, you can add any kind of info, including physics. They even went
so far as releasing a branch of inkscape aimed to create xmoto levels...
That's a very good idea to keep in mind. Now, mixing inkscape with
some kind of tilemap support, you can have the ultimate game-level
editor :-)
Now, I've been doing something similar with Tiled: I used the xml-
properties of the layer/tiles to add physics properties, for instance:
I can specify the parallax ratio of a given layer from Tiled, and even
the mass/elasticity/friction factor of a given tile. But for more
complex things, that would be hard to do, though this idea of using
Inkscape to create levels is just great...
Cheers,
--
Rolando Abarca M.