Look at http://smalltalkhub.com/#!/~estebanlm/Storm
A small game engine. For being able to use this you will need: NB capable VM. Athens. Chipmunk library. You can download it at Chipmunk On Sun, Sep 17, 2017 at 1:31 PM, Stephane Ducasse <stepharo.s...@gmail.com> wrote: > Jean-Baptiste Arnaud extended the Chipmunk binding that esteban did a > while ago and Damien Pollet did a tutorial > at ESUG Annecy to show how to use FFI (nativeboost) to call chipmunk > so it should be around. > > Stef > > On Sat, Sep 16, 2017 at 2:09 PM, alvaro piorno > <alvaropiorno...@gmail.com> wrote: >> Hi Stephan, >> Thanks for your answer, i found the booklet, but it was a draft, so it was >> incomplete. An example of FFIOpaqueObject would be healpful, i think. >> Esteban already talked to me, and is helping me with this. >> What do you mean with "Chipmunk existing bindings" ?. >> >> 2017-09-16 4:42 GMT-03:00 Stephane Ducasse <stepharo.s...@gmail.com>: >>> >>> Hi alvaro >>> >>> Thanks for the question. If you have any suggestion for the booklet on >>> UFFI let us know. >>> I will let esteban anwser because I do not know. >>> BTW did you check the chipmunk existing bindings? >>> >>> Stef >>> >>> On Fri, Sep 15, 2017 at 3:42 PM, alvaro piorno >>> <alvaropiorno...@gmail.com> wrote: >>> > Hi everybody, i´m using UnifiedFFI with Chipmunk2D library . >>> > I want to get a pointer to a C Structure (cpBody) and set a position to >>> > it. >>> > I have a subClass of FFIOpaqueObject to handle pointer. >>> > >>> > This is the "new " ffiCall : >>> > self ffiCall: #(cpBody* cpBodyNew(cpFloat m, cpFloat i)) >>> > >>> > And this is a "seter" ffiCall: >>> > >>> > self ffiCall: #( void cpBodySetPosition( self, cpVect vector ) ). >>> > >>> > I`m not getting any "error" but the position is not updating. >>> > I tried the same using Chipmunk directly and it works, so there is a >>> > problem >>> > with what i have in Pharo. >>> > Any suggestion? >>> > Thanks in advance. >>> > >>> > Alvaro Piorno >>> >>