So these questions are bound to come up a few times. I admittedly screwed up some priorities. First some background info:
This is the Obj-C wrapper for Chipmunk that was previously one of the components of Chipmunk Pro and sold individually as Chipmunk-Indie. As of Chipmunk 7, it has been made free. Apportable offered to support us while we worked on Chipmunk and Cocos2D 3.x. We decided it would make everybody's lives better to open source Objective-Chipmunk and develop the new CCPhysics features on top of it.
A hopped up version of Chipmunk that we sell which contains extra optimizations for Chipmunk including an ARM optimized, and multi-threaded solver. The other major feature is the "autogeometry" library that helps turn images or procedural functions into collision shapes. In the past in also included the Objective-Chipmunk bindings.
Includes a bunch of neat new features such as wildcard collision types, automatically calculated mass properties, simpler support for kinematic bodies, and a lot of other minor improvements.
Q: Neat, so where do I download Chipmunk 7?
A: You can get it from GitHub sans documentation, but I haven't made an official release yet. Other than the documentation, it's been ready to go. I meant to do a simultaneous release with Cocos2D 3.0, but that clearly didn't happen. I need to get this done very soon!
Q: Cocos2D 3.0 includes Chipmunk 7 and Objective-Chipmunk?
A: Yes. CCPhysics is built on top of them. If CCPhysics is too simple, you can use raw (Objective) Chipmunk instead, or extend it with custom Objective-Chipmunk code.
Q: Can I use Chipmunk Pro with Cocos2D 3.0?
A: Once I release a build of Chipmunk Pro 7 it should be drop-in compatible. It will even use the optimized solver with CCPhysics. Until then you can't since it relies on Objective-Chipmunk 7 and is not compatible with 6.x. I apologize for the inconvenience to people read to get started with a new Cocos2D and Chipmunk Pro.