liabru

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> @liabru do you happen to have the source to that raycasting algorithm that takes advantage of the grid broadphase? I tried contacting Sam Redfern to get it, but it...

You mean like [in box2d](http://www.emanueleferonato.com/2012/05/11/understanding-box2d-kinematic-bodies)? Not currently a feature, but an interesting request. What are the use cases? Platform games?

Cool, for now the closest thing is probably the [manipulation](http://brm.io/matter-js/demo/#manipulation) demo, check it out.

Check out #5 which I think relates to what you mean. Just a thought, maybe try this for kinematic bodies: ``` Body.setMass(body, Infinity); Body.setInertia(body, Infinity); ```

The [manipulation example](http://brm.io/matter-js/demo/#manipulation) is still currently the reference for this topic, though there's a new argument `updateVelocity` for [Matter.Body.setPosition](https://brm.io/matter-js/docs/classes/Body.html#method_setPosition) which I think can make it a bit easier.

Thanks, the docs for [Matter.Body](https://brm.io/matter-js/docs/classes/Body.html) have been improved on this point. If it helps as a general rule when using a property in this project, look for a get /...

Thanks for sharing some good info on this. At some point I'd like to fully upgrade the package approach using `import` instead of `require` etc. but this is a lower...

Can you try setting [runner.isFixed](https://brm.io/matter-js/docs/classes/Runner.html#property_isFixed) to `true` and let me know if that solves?

Do you have a link to an example I could try? Are you launching the ball exactly the same every time?

This is due to changing `timeScale` which is actually changing the timestep so it's no longer fixed. Removing that from your code seems to give the same results: ```js function...