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updated readme

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Liam 2016-07-04 19:30:51 +01:00 committed by GitHub
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@ -146,11 +146,7 @@ This will install the required build dependencies, then run
gulp dev
which is a task that builds the `matter-dev.js` file, spawns a `connect` and `watch` server, then opens `demo/dev.html` in your browser. Any changes you make to the source will automatically rebuild `matter-dev.js` and reload your browser for quick and easy testing.
Contributions are welcome, please ensure they follow the same style and architecture as the rest of the code. You should run `gulp test` to ensure `eslint` gives no errors. Please do not include any changes to the files in the `build` directory.
If you'd like to contribute but not sure what to work on, feel free to message me. Thanks!
to spawn a development server. For information on contributing see [CONTRIBUTING.md](https://github.com/liabru/matter-js/blob/master/CONTRIBUTING.md).
### Changelog
@ -158,22 +154,7 @@ To see what's new or changed in the latest version, see the [changelog](https://
### References
The engine uses the following techniques:
- Time-corrected position Verlet integrator
- Adaptive grid broad-phase detection
- AABB mid-phase detection
- SAT narrow-phase detection
- Iterative sequential impulse solver and position solver
- Resting collisions using resting constraints (Erin Catto, GDC08)
- Temporal coherence impulse caching and warming
- Collision pairs, contacts and impulses maintained by a pair manager
- Approximate Coulomb friction model using friction constraints
- Constraints solved with the Gauss-Siedel method
- Fixed or variable time step
- A basic sleeping strategy
For more information see my post on [Game physics for beginners](http://brm.io/game-physics-for-beginners/).
See the wiki page on [References](https://github.com/liabru/matter-js/wiki/References).
### License