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updated readme and changelog for new release
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# Matter.js Changelog
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[brm.io/matter-js](http://brm.io/matter-js)
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----------
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## 0.7.0-alpha - 2014-04-01
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#### Release Highlights
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- added six new demos
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- all demos are now mobile friendly
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- added new event system
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- engine, mouse and collision events
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- added sprite texture rendering support
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- added WebGL renderer (pixi.js)
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- improved `Composite` (and `World`)
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- batch adding
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- type agnostic adding
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- body removal
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- major performance increases all round
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- collision detection caching
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- batched rendering
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- improved pair management
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- memory leaks fixed
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- stability improvements
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- bodies rest better due to collision caching
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- bodies sleep better
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- constraints are much less volatile
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- fixes for a number of issues (see fixes)
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#### Added
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- added demos
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- sprites
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- events
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- catapult
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- cloth
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- soft body
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- bridge
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- added collision caching and reuse for improved performance
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- added metrics for collision reuse
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- added `Events` module ([Issue #8](https://github.com/liabru/matter-js/issues/8))
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- engine events
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- mouse events
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- collision events
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- added composite functions, including
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- batch adding (`Composite.add` / `World.add`)
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- type agnostic adding (`Composite.add` / `World.add`)
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- body removal (`Composite.remove` / `World.remove`)
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- added factory functions
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- constraint meshing (`Composites.mesh`)
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- soft body factory (`Composites.softBody`)
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- added `RenderPixi`, a pixi.js WebGL renderer
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- added `Gui` option to switch renderer
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- added `Mouse.setElement`
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- added `render.visible` flag to `Body` and `Constraint` ([Issue #10](https://github.com/liabru/matter-js/issues/10))
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- added `id` to `Constraint` and `Composite`
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- added `type` names to `Body`, `Constraint`, `Composite`
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- added `Common` functions
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- `Common.colorToNumber`
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- `Common.log`
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- `Common.clone`
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- added jsdoc annotations
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- added travis-ci integration
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- added yuidoc build tasks
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- added multiple build modes to `Gruntfile` (dev, release, edge)
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- added repository to `package.json`, so Browserify may be used
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- added `CHANGELOG.md`
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#### Changed
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- renamed module `Manager` to `Pairs`
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- changed `Composite` to be tree-based
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- changed timestep to be smoothed over 1s for stability
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- changed default `constraintIterations` to 2 for stability
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- changed demo to use the new composite functions
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- changed right click to now remove bodies in the demos
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- changed `Common.now` to use high-resolution timing
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- changed `MouseConstraint` to reference a single constraint rather than a list
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- changed `Constraint` to now use a `render` property
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- changed `Metrics` to only track FPS by default, use the `extended` flag for full metrics
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#### Removed
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- removed the default in `MouseConstraint`, you must now instantiate one manually
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#### Fixed
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- fixed a memory leak in `Grid`
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- fixed a memory leak in `Manager`
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- fixed debug text now uses `Metrics` correctly
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- fixed issues regarding passing custom `Render` modules ([Issue #7](https://github.com/liabru/matter-js/issues/7))
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- fixed issue in `Common.extend` with `null` properties
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- fixed issue with sleeping, now ignores inactive pairs
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- fixed issues with `Body.applyForce` ([Issue #7](https://github.com/liabru/matter-js/issues/7))
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## 0.5.0-alpha - 2014-02-28
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- initial release
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README.md
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README.md
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# Matter.js
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*Matter.js* is a 2D rigid body physics engine for the web written in JavaScript (yes, another)
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*Matter.js* is a JavaScript 2D rigid body physics engine for the web
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[brm.io/matter-js](http://brm.io/matter-js)
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- [Mixed Shapes](http://brm.io/matter-js-demo#mixed)
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- [Solid Shapes](http://brm.io/matter-js-demo#mixedSolid)
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- [Stack](http://brm.io/matter-js-demo#stack)
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- [Circle Stack](http://brm.io/matter-js-demo#circleStack)
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- [Newton's Cradle](http://brm.io/matter-js-demo#newtonsCradle)
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- [Wrecking Ball](http://brm.io/matter-js-demo#wreckingBall)
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- [Sprites](http://brm.io/matter-js-demo/#sprites)
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- [Pyramid](http://brm.io/matter-js-demo#pyramid)
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- [Car](http://brm.io/matter-js-demo#car)
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- [Newton's Cradle](http://brm.io/matter-js-demo#newtonsCradle)
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- [Catapult](http://brm.io/matter-js-demo#catapult)
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- [Reverse Gravity](http://brm.io/matter-js-demo#gravity)
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- [Bridge](http://brm.io/matter-js-demo#bridge)
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- [Avalanche](http://brm.io/matter-js-demo#avalanche)
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- [Basic Soft Bodies](http://brm.io/matter-js-demo#softBody)
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- [Cloth](http://brm.io/matter-js-demo#cloth)
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- [Events](http://brm.io/matter-js-demo/#events)
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- [Chains](http://brm.io/matter-js-demo#chains)
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- [Ball Pool](http://brm.io/matter-js-demo#ballPool)
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- [Stack](http://brm.io/matter-js-demo#stack)
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- [Circle Stack](http://brm.io/matter-js-demo#circleStack)
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- [Restitution](http://brm.io/matter-js-demo#restitution)
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- [Friction](http://brm.io/matter-js-demo#friction)
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- [Air Friction](http://brm.io/matter-js-demo#airFriction)
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- [Reverse Gravity](http://brm.io/matter-js-demo#gravity)
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- [Sleeping](http://brm.io/matter-js-demo#sleeping)
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- [Grid Broadphase](http://brm.io/matter-js-demo#broadphase)
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- [Chains](http://brm.io/matter-js-demo#chains)
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- [Ball Pool](http://brm.io/matter-js-demo#ballPool)
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- [Wrecking Ball](http://brm.io/matter-js-demo#wreckingBall)
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- [Avalanche](http://brm.io/matter-js-demo#avalanche)
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- [Beach Balls](http://brm.io/matter-js-demo#beachBalls)
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- [Stress 1](http://brm.io/matter-js-demo#stress)
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- [Stress 2](http://brm.io/matter-js-demo#stress2)
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- [Sprites (_edge_)](http://brm.io/matter-js-demo-master/#sprites)
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- [Events (_edge_)](http://brm.io/matter-js-demo-master/#events)
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### Features
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- Physical properties (mass, area, density etc.)
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- Rigid bodies of any convex polygon
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- Stable stacking and resting
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- Restitution (elastic and inelastic collisions)
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- Conservation of momentum
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- Friction and resistance
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- Constraints
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- Gravity
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- Composite bodies
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- Sleeping and static bodies
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- Original JavaScript physics implementation (not a port)
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- HTML5 canvas renderer (optional)
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- Mobile-compatible (touch, scaleable)
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- Cross-browser (chrome, firefox, IE8+)
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- World state serialisation (requires
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[resurrect.js](https://github.com/skeeto/resurrect-js))
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- Built in GUI for testing (requires
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[dat.gui.js](http://workshop.chromeexperiments.com/examples/gui/))
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- Time scaling (slow-mo, speed-up)
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- Broad-phase, mid-phase and narrow-phase collisions
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- Events (_edge_)
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- Sprite texture rendering (_edge_)
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- Physical properties (mass, area, density etc.)
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- Rigid bodies of any convex polygon
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- Stable stacking and resting
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- Collisions (broad-phase, mid-phase and narrow-phase)
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- Restitution (elastic and inelastic collisions)
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- Conservation of momentum
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- Friction and resistance
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- Constraints
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- Gravity
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- Composite bodies
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- Sleeping and static bodies
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- Events
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- Time scaling (slow-mo, speed-up)
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- Canvas renderer (supports vectors and textures)
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- WebGL renderer (requires [pixi.js](https://github.com/GoodBoyDigital/pixi.js/))
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- World state serialisation (requires [resurrect.js](https://github.com/skeeto/resurrect-js))
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- Built in GUI for testing (requires [dat.gui.js](http://workshop.chromeexperiments.com/examples/gui/))
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- Cross-browser (Chrome, Firefox, Safari, IE8+)
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- Mobile-compatible (touch, responsive)
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- An original JavaScript physics implementation, not a port!
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### Status
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### Install
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Download [matter-0.5.0.js](https://github.com/liabru/matter-js/releases/download/0.5.0-alpha/matter-0.5.0.js) or [matter-0.5.0.min.js](https://github.com/liabru/matter-js/releases/download/0.5.0-alpha/matter-0.5.0.min.js) and include the script in your HTML file:
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Download [matter-0.7.0.js](https://github.com/liabru/matter-js/releases/download/0.7.0-alpha/matter-0.7.0.js) or [matter-0.7.0.min.js](https://github.com/liabru/matter-js/releases/download/0.7.0-alpha/matter-0.7.0.min.js) and include the script in your HTML file:
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<script src="matter-0.5.0.js" type="text/javascript"></script>
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<script src="matter-0.7.0.js" type="text/javascript"></script>
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For the latest features try the [edge version (master)](https://raw.github.com/liabru/matter-js/master/build/matter.js), but it may not be fully stable.
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#### Or install using [Bower](http://bower.io/)
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bower install matter-js
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### Usage
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See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js) and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for many usage examples.
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<br>When loaded, all functions are under the global <code>Matter.*</code> namespace.
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<br>When loaded, all modules and functions are under the global <code>Matter.*</code> namespace.
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### Documentation
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See the [Matter.js API Docs (v0.5.0)](http://brm.io/matter-js-docs/).
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See the [Matter.js API Docs (v0.7.0)](http://brm.io/matter-js-docs/).
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<br>If you're using the [edge version (master)](https://raw2.github.com/liabru/matter-js/master/build/matter.js) then see the [API Docs (master)](http://brm.io/matter-js-docs-master/).
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### Changelog
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To see what's new or changed in the latest version, see the [changelog](https://github.com/liabru/matter-js/blob/master/CHANGELOG.md)
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### Implementation
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The technical details for physics nerds and game devs.
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<br>This engine is using the following techniques:
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- Time-corrected position Verlet integrator
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- Adaptive grid broad-phase detection
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- AABB mid-phase detection
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- SAT narrow-phase detection
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- Iterative sequential impulse solver and position solver
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- Resting collisions with resting constraints ala Erin Catto's method
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- Time-corrected position Verlet integrator
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- Adaptive grid broad-phase detection
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- AABB mid-phase detection
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- SAT narrow-phase detection
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- Iterative sequential impulse solver and position solver
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- Resting collisions with resting constraints ala Erin Catto's method
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(GDC08)
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- Temporal coherence impulse caching and warming
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- Collision pairs, contacts and impulses maintained with a pair
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- Temporal coherence impulse caching and warming
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- Collision pairs, contacts and impulses maintained with a pair
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manager
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- Approximate Coulomb friction model using friction constraints
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- Constraints solved with the Gauss-Siedel method
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- Semi-variable time step, synced with rendering
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- A basic sleeping strategy
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- HTML5 canvas renderer
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- Approximate Coulomb friction model using friction constraints
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- Constraints solved with the Gauss-Siedel method
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- Semi-variable time step, synced with rendering
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- A basic sleeping strategy
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- HTML5 Canvas / WebGL renderer
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### References
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