Chipmunk: adding the chipmunk files into my project

Forums Programming physics: Box2d, Chipmunk et al Chipmunk: adding the chipmunk files into my project

This topic contains 2 replies, has 1 voice, and was last updated by  phynet 2 years, 11 months ago.

Viewing 3 posts - 1 through 3 (of 3 total)
Author Posts
Author Posts
April 22, 2011 at 1:10 pm #230656

phynet
@phynet

Hi all, I’m new using chipmunk (and also with Cocos2D) so I have this little problem.

I want to use the chipmunk library in my project. I tried to add the file from the chipmunk project template I’ve created into my old project (probably is not the right way to do it) and when compiling I get 145 errors. Of course, I don’t have the references in the target section as you can see in the images and also I need to add it into “cocos2d Sources” folder. But, how?

Compile Sources

http://img861.imageshack.us/i/compilesources.png/

Copy Headers

http://img703.imageshack.us/i/copyheaders.png/

Missing Chipmunk file in cocos2D source

http://img857.imageshack.us/i/missingchimpunk.png/

Thank you in advance!

P.S = I’m afraid my english is a bit rusty.

I put this topic in the wrong place before… :/

April 23, 2011 at 11:08 pm #326551

phynet
@phynet

I solved it by doing this: project–> add to project and finding the unzipped directory, then from within that directory I’ve added the External directory to my project.

I follow this tutorial: http://monoclestudios.com/cocos2d_whitepaper.html (in the middle of the page is all the information needed)

But later I’ve found 177 errors more, thanks to the #include “constraints/util.h” declaration. You can solve this problem changing to: “#include util.h”

April 25, 2011 at 2:10 am #326552

phynet
@phynet

If after all this you still having problems, something like: duplicate symbol _cpMessage you just have to do the following:

1.- projects –> build –> valid architectures –> (add i386 value)

2.- Build –> clean all targets

3.- Compile and run.

Yey! is done!

Viewing 3 posts - 1 through 3 (of 3 total)

You must be logged in to reply to this topic.