This is just a minor bug fixing update. This will be the last version of Chipmunk 5.x as 6.0.0 is basically done except for typing up the release notes, packaging it up and posting it. \o/ Check out the new Chipmunk Home Page while you are at it. Get the source while it's hot! (Mac/Win/Linux/iPhone/etc) Chipmunk is a high performance, MIT licensed 2D physics library with all the fixings. Written in C99, bindings and ports exist to over a dozen languages. Including an official binding to Objective-C that makes it fit right in on the iPhone. Chipmunk has been used on many platforms including the PC (Mac/Win/Linux), iPhone, Android, Symbian, DS, PSP, and even the Wii. It has been used for many chart topping iPhone games including Cars 2, Feed Me Oil, Zombie Smash, I Dig It, Crush the Castle, Finger Physics, Doodle Army and more! Google Code Project Page Cheesy promo video: Youtube Documentation: C API docs/Objective-C API Docs See some games made with Chipmunk. (at least a few of the ones I know of) Demo app binaries: (Mac, Win, iPhone) CHANGES SINCE 5.3.4: FIX: Fixed spelling of cpArbiterGetDepth(). Was cpArbiteGetDepth() before. Apparently nobody ever used this function. FIX: Added defines for M_PI and M_E. Apparently these values were never part of the C standard math library. Who knew!? FIX: Added a guard to cpBodyActivate() so that it's a noop for rouge bodies. FIX: Shape queries now work with (and against) sensor shapes. FIX: Fixed an issue where removing a collision handler while a separate() callback was waiting to fire the next step would cause crashes. FIX: Fixed an issue where the default callback would not be called for sensor shapes. FIX: Resetting or applying forces or impulses on a body causes it to wake up now. MISC: Added a check that a space was not locked when adding or removing a callback. MISC: Removed cpmalloc from the API and replaced all occurences with cpcalloc MISC: Added a benchmarking mode to the demo app. -trial runs it in time trial mode and -bench makes it run some benchmarking demos.