liabru

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Thanks for the feedback everyone. So far I've added an initial value for `body.deltaTime`. I think this should mean that setting velocity etc. immediately after creation should now work correctly....

@mturneruk since you're using Phaser, first check with them about their support for 144Hz etc. In terms of Matter.js, you need to make sure that [Matter.Engine.update](https://brm.io/matter-js/docs/classes/Engine.html#method_update) is always called with...

@driescroons exactly as @wmike1987 says. Essentially it's all about balancing performance with quality for your intended hardware support. Many games run physics as low as 30hz and but render at...

Yeah that looks like it should work, could you share a minimal working example?

Ah I see - what you need to do is make sure you set the correct delta e.g. `runner.delta = 1000 / 240`. You'll likely need to detect the frame...

So to answer the first part, the suggestions above are definitely worth trying out (thanks @bouraqadi @photonstorm). Here's another approach for more directly drawing part of a circle. Copy the...

Thanks though one thing to know is that `Svg.pathToVertices` is really just a very simple string parser utility that creates an array of vertices, so often worth just directly using...

@MaxBittker are angle constraints working well for you? I am keen to get them released but there's a few dependencies I have to wrap up before I can get the...

Agreed, I hope to use @landgreen's code to create a simpler example with just the core mechanics.

This example looks a little complex for me to understand what's going on (I'm not a Phaser user myself). Is it possible to reproduce the problem in a minimal Matter.js...