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updated readme and changelog for new release

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liabru 2014-04-01 13:48:42 +01:00
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# Matter.js Changelog
[brm.io/matter-js](http://brm.io/matter-js)
----------
## 0.7.0-alpha - 2014-04-01
#### Release Highlights
- added six new demos
- all demos are now mobile friendly
- added new event system
- engine, mouse and collision events
- added sprite texture rendering support
- added WebGL renderer (pixi.js)
- improved `Composite` (and `World`)
- batch adding
- type agnostic adding
- body removal
- major performance increases all round
- collision detection caching
- batched rendering
- improved pair management
- memory leaks fixed
- stability improvements
- bodies rest better due to collision caching
- bodies sleep better
- constraints are much less volatile
- fixes for a number of issues (see fixes)
#### Added
- added demos
- sprites
- events
- catapult
- cloth
- soft body
- bridge
- added collision caching and reuse for improved performance
- added metrics for collision reuse
- added `Events` module ([Issue #8](https://github.com/liabru/matter-js/issues/8))
- engine events
- mouse events
- collision events
- added composite functions, including
- batch adding (`Composite.add` / `World.add`)
- type agnostic adding (`Composite.add` / `World.add`)
- body removal (`Composite.remove` / `World.remove`)
- added factory functions
- constraint meshing (`Composites.mesh`)
- soft body factory (`Composites.softBody`)
- added `RenderPixi`, a pixi.js WebGL renderer
- added `Gui` option to switch renderer
- added `Mouse.setElement`
- added `render.visible` flag to `Body` and `Constraint` ([Issue #10](https://github.com/liabru/matter-js/issues/10))
- added `id` to `Constraint` and `Composite`
- added `type` names to `Body`, `Constraint`, `Composite`
- added `Common` functions
- `Common.colorToNumber`
- `Common.log`
- `Common.clone`
- added jsdoc annotations
- added travis-ci integration
- added yuidoc build tasks
- added multiple build modes to `Gruntfile` (dev, release, edge)
- added repository to `package.json`, so Browserify may be used
- added `CHANGELOG.md`
#### Changed
- renamed module `Manager` to `Pairs`
- changed `Composite` to be tree-based
- changed timestep to be smoothed over 1s for stability
- changed default `constraintIterations` to 2 for stability
- changed demo to use the new composite functions
- changed right click to now remove bodies in the demos
- changed `Common.now` to use high-resolution timing
- changed `MouseConstraint` to reference a single constraint rather than a list
- changed `Constraint` to now use a `render` property
- changed `Metrics` to only track FPS by default, use the `extended` flag for full metrics
#### Removed
- removed the default in `MouseConstraint`, you must now instantiate one manually
#### Fixed
- fixed a memory leak in `Grid`
- fixed a memory leak in `Manager`
- fixed debug text now uses `Metrics` correctly
- fixed issues regarding passing custom `Render` modules ([Issue #7](https://github.com/liabru/matter-js/issues/7))
- fixed issue in `Common.extend` with `null` properties
- fixed issue with sleeping, now ignores inactive pairs
- fixed issues with `Body.applyForce` ([Issue #7](https://github.com/liabru/matter-js/issues/7))
## 0.5.0-alpha - 2014-02-28
- initial release

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# Matter.js # Matter.js
*Matter.js* is a 2D rigid body physics engine for the web written in JavaScript (yes, another) *Matter.js* is a JavaScript 2D rigid body physics engine for the web
[brm.io/matter-js](http://brm.io/matter-js) [brm.io/matter-js](http://brm.io/matter-js)
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- [Mixed Shapes](http://brm.io/matter-js-demo#mixed) - [Mixed Shapes](http://brm.io/matter-js-demo#mixed)
- [Solid Shapes](http://brm.io/matter-js-demo#mixedSolid) - [Solid Shapes](http://brm.io/matter-js-demo#mixedSolid)
- [Stack](http://brm.io/matter-js-demo#stack) - [Newton's Cradle](http://brm.io/matter-js-demo#newtonsCradle)
- [Circle Stack](http://brm.io/matter-js-demo#circleStack) - [Wrecking Ball](http://brm.io/matter-js-demo#wreckingBall)
- [Sprites](http://brm.io/matter-js-demo/#sprites)
- [Pyramid](http://brm.io/matter-js-demo#pyramid) - [Pyramid](http://brm.io/matter-js-demo#pyramid)
- [Car](http://brm.io/matter-js-demo#car) - [Car](http://brm.io/matter-js-demo#car)
- [Newton's Cradle](http://brm.io/matter-js-demo#newtonsCradle) - [Catapult](http://brm.io/matter-js-demo#catapult)
- [Reverse Gravity](http://brm.io/matter-js-demo#gravity)
- [Bridge](http://brm.io/matter-js-demo#bridge)
- [Avalanche](http://brm.io/matter-js-demo#avalanche)
- [Basic Soft Bodies](http://brm.io/matter-js-demo#softBody)
- [Cloth](http://brm.io/matter-js-demo#cloth)
- [Events](http://brm.io/matter-js-demo/#events)
- [Chains](http://brm.io/matter-js-demo#chains)
- [Ball Pool](http://brm.io/matter-js-demo#ballPool)
- [Stack](http://brm.io/matter-js-demo#stack)
- [Circle Stack](http://brm.io/matter-js-demo#circleStack)
- [Restitution](http://brm.io/matter-js-demo#restitution) - [Restitution](http://brm.io/matter-js-demo#restitution)
- [Friction](http://brm.io/matter-js-demo#friction) - [Friction](http://brm.io/matter-js-demo#friction)
- [Air Friction](http://brm.io/matter-js-demo#airFriction) - [Air Friction](http://brm.io/matter-js-demo#airFriction)
- [Reverse Gravity](http://brm.io/matter-js-demo#gravity)
- [Sleeping](http://brm.io/matter-js-demo#sleeping) - [Sleeping](http://brm.io/matter-js-demo#sleeping)
- [Grid Broadphase](http://brm.io/matter-js-demo#broadphase) - [Grid Broadphase](http://brm.io/matter-js-demo#broadphase)
- [Chains](http://brm.io/matter-js-demo#chains)
- [Ball Pool](http://brm.io/matter-js-demo#ballPool)
- [Wrecking Ball](http://brm.io/matter-js-demo#wreckingBall)
- [Avalanche](http://brm.io/matter-js-demo#avalanche)
- [Beach Balls](http://brm.io/matter-js-demo#beachBalls) - [Beach Balls](http://brm.io/matter-js-demo#beachBalls)
- [Stress 1](http://brm.io/matter-js-demo#stress) - [Stress 1](http://brm.io/matter-js-demo#stress)
- [Stress 2](http://brm.io/matter-js-demo#stress2) - [Stress 2](http://brm.io/matter-js-demo#stress2)
- [Sprites (_edge_)](http://brm.io/matter-js-demo-master/#sprites)
- [Events (_edge_)](http://brm.io/matter-js-demo-master/#events)
### Features ### Features
- Physical properties (mass, area, density etc.) - Physical properties (mass, area, density etc.)
- Rigid bodies of any convex polygon - Rigid bodies of any convex polygon
- Stable stacking and resting - Stable stacking and resting
- Restitution (elastic and inelastic collisions) - Collisions (broad-phase, mid-phase and narrow-phase)
- Conservation of momentum - Restitution (elastic and inelastic collisions)
- Friction and resistance - Conservation of momentum
- Constraints - Friction and resistance
- Gravity - Constraints
- Composite bodies - Gravity
- Sleeping and static bodies - Composite bodies
- Original JavaScript physics implementation (not a port) - Sleeping and static bodies
- HTML5 canvas renderer (optional) - Events
- Mobile-compatible (touch, scaleable) - Time scaling (slow-mo, speed-up)
- Cross-browser (chrome, firefox, IE8+) - Canvas renderer (supports vectors and textures)
- World state serialisation (requires - WebGL renderer (requires [pixi.js](https://github.com/GoodBoyDigital/pixi.js/))
[resurrect.js](https://github.com/skeeto/resurrect-js)) - World state serialisation (requires [resurrect.js](https://github.com/skeeto/resurrect-js))
- Built in GUI for testing (requires - Built in GUI for testing (requires [dat.gui.js](http://workshop.chromeexperiments.com/examples/gui/))
[dat.gui.js](http://workshop.chromeexperiments.com/examples/gui/)) - Cross-browser (Chrome, Firefox, Safari, IE8+)
- Time scaling (slow-mo, speed-up) - Mobile-compatible (touch, responsive)
- Broad-phase, mid-phase and narrow-phase collisions - An original JavaScript physics implementation, not a port!
- Events (_edge_)
- Sprite texture rendering (_edge_)
### Status ### Status
@ -71,42 +73,50 @@ Though if I get time and people are interested, I may continue working on it.
### Install ### Install
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: 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:
<script src="matter-0.5.0.js" type="text/javascript"></script> <script src="matter-0.7.0.js" type="text/javascript"></script>
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. 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.
#### Or install using [Bower](http://bower.io/)
bower install matter-js
### Usage ### Usage
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. 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.
<br>When loaded, all functions are under the global <code>Matter.*</code> namespace. <br>When loaded, all modules and functions are under the global <code>Matter.*</code> namespace.
### Documentation ### Documentation
See the [Matter.js API Docs (v0.5.0)](http://brm.io/matter-js-docs/). See the [Matter.js API Docs (v0.7.0)](http://brm.io/matter-js-docs/).
<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/). <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/).
### Changelog
To see what's new or changed in the latest version, see the [changelog](https://github.com/liabru/matter-js/blob/master/CHANGELOG.md)
### Implementation ### Implementation
The technical details for physics nerds and game devs. The technical details for physics nerds and game devs.
<br>This engine is using the following techniques: <br>This engine is using the following techniques:
- Time-corrected position Verlet integrator - Time-corrected position Verlet integrator
- Adaptive grid broad-phase detection - Adaptive grid broad-phase detection
- AABB mid-phase detection - AABB mid-phase detection
- SAT narrow-phase detection - SAT narrow-phase detection
- Iterative sequential impulse solver and position solver - Iterative sequential impulse solver and position solver
- Resting collisions with resting constraints ala Erin Catto's method - Resting collisions with resting constraints ala Erin Catto's method
(GDC08) (GDC08)
- Temporal coherence impulse caching and warming - Temporal coherence impulse caching and warming
- Collision pairs, contacts and impulses maintained with a pair - Collision pairs, contacts and impulses maintained with a pair
manager manager
- Approximate Coulomb friction model using friction constraints - Approximate Coulomb friction model using friction constraints
- Constraints solved with the Gauss-Siedel method - Constraints solved with the Gauss-Siedel method
- Semi-variable time step, synced with rendering - Semi-variable time step, synced with rendering
- A basic sleeping strategy - A basic sleeping strategy
- HTML5 canvas renderer - HTML5 Canvas / WebGL renderer
### References ### References