liabru
liabru
In complex cases it can be required to apply matchHeight to elements in a certain order e.g. #104 to get the right result. It seems that selecting in a certain...
--- **If you need fast moving or thin bodies a simple and robust solution is to [sub-step](https://github.com/liabru/matter-js/issues/5#issuecomment-1050738814) using multiple updates per frame:** See the example here: https://github.com/liabru/matter-js/issues/5#issuecomment-1050738814 As well as...
### Features - improves all round consistency of the engine with respect to timing and frame-rates (delta) - adds several new velocity and speed functions to `Matter.Body` - adds `updateVelocity`...
Fix for sleeping collision end event as discussed in #1077. Branch includes an [alpha build](https://github.com/liabru/matter-js/tree/fix/sleeping-collision-end/build) ready for testing and review of anybody affected looking to try out this fix and...
 Work in progress, this feature and API is subject to change. ### Features - builds on `Matter.Constraint` - distance or pin supported - angles for one or both constraint...
Currently collision filters work as they do in Box2D, which uses a bitwise implementation which supposedly should give good performance. Here is a [good explanation](http://www.iforce2d.net/b2dtut/collision-filtering). This comes with some downsides:...
Implement save / load in `MatterTools.Demo` using `MatterTools.Serializer`. Make sure to handle objects (like functions) that can't be serialised by skipping and warning.
Awesome work. Does THREE.MeshLine support morph targets? Would it be possible?
This PR adds built-in `Matter.Runner` support for: - fixed timestep by default - high refresh rate displays with fixed timestep - sub-stepping for higher quality simulations - performance budgets -...
This PR focuses on performance improvements around memory usage. Scenes with a large number of colliding pairs will benefit most from these changes. On the `stress3, stress4` examples using the...