liabru

Results 11 issues of 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...

enhancement

--- **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...

feature-request

### 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`...

improve
discuss
need-test

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...

discuss
need-test
alpha-build

![angle-constraints](https://user-images.githubusercontent.com/654420/76469884-1fc7bb80-63e7-11ea-9050-00fce993a09f.gif) 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...

feature-request
discuss
need-test

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:...

feature-request
improve

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.

enhancement

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 -...

need-test
alpha-build

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...