Skip to content

Commit

Permalink
updated readme and changelog for new release
Browse files Browse the repository at this point in the history
  • Loading branch information
liabru committed Apr 1, 2014
1 parent 7dda374 commit f28c229
Show file tree
Hide file tree
Showing 2 changed files with 160 additions and 50 deletions.
100 changes: 100 additions & 0 deletions CHANGELOG.md
@@ -0,0 +1,100 @@
# 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
110 changes: 60 additions & 50 deletions README.md
@@ -1,6 +1,6 @@
# 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)

Expand All @@ -12,51 +12,53 @@

- [Mixed Shapes](http://brm.io/matter-js-demo#mixed)
- [Solid Shapes](http://brm.io/matter-js-demo#mixedSolid)
- [Stack](http://brm.io/matter-js-demo#stack)
- [Circle Stack](http://brm.io/matter-js-demo#circleStack)
- [Newton's Cradle](http://brm.io/matter-js-demo#newtonsCradle)
- [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)
- [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)
- [Friction](http://brm.io/matter-js-demo#friction)
- [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)
- [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)
- [Stress 1](http://brm.io/matter-js-demo#stress)
- [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

- Physical properties (mass, area, density etc.)
- Rigid bodies of any convex polygon
- Stable stacking and resting
- Restitution (elastic and inelastic collisions)
- Conservation of momentum
- Friction and resistance
- Constraints
- Gravity
- Composite bodies
- Sleeping and static bodies
- Original JavaScript physics implementation (not a port)
- HTML5 canvas renderer (optional)
- Mobile-compatible (touch, scaleable)
- Cross-browser (chrome, firefox, IE8+)
- World state serialisation (requires
[resurrect.js](https://github.com/skeeto/resurrect-js))
- Built in GUI for testing (requires
[dat.gui.js](http://workshop.chromeexperiments.com/examples/gui/))
- Time scaling (slow-mo, speed-up)
- Broad-phase, mid-phase and narrow-phase collisions
- Events (_edge_)
- Sprite texture rendering (_edge_)
- Physical properties (mass, area, density etc.)
- Rigid bodies of any convex polygon
- Stable stacking and resting
- Collisions (broad-phase, mid-phase and narrow-phase)
- Restitution (elastic and inelastic collisions)
- Conservation of momentum
- Friction and resistance
- Constraints
- Gravity
- Composite bodies
- Sleeping and static bodies
- Events
- Time scaling (slow-mo, speed-up)
- Canvas renderer (supports vectors and textures)
- WebGL renderer (requires [pixi.js](https://github.com/GoodBoyDigital/pixi.js/))
- World state serialisation (requires [resurrect.js](https://github.com/skeeto/resurrect-js))
- Built in GUI for testing (requires [dat.gui.js](http://workshop.chromeexperiments.com/examples/gui/))
- Cross-browser (Chrome, Firefox, Safari, IE8+)
- Mobile-compatible (touch, responsive)
- An original JavaScript physics implementation, not a port!

### Status

Expand All @@ -71,42 +73,50 @@ Though if I get time and people are interested, I may continue working on it.

### 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.

#### Or install using [Bower](http://bower.io/)

bower install matter-js

### 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.
<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

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/).

### 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

The technical details for physics nerds and game devs.
<br>This engine is using the following techniques:

- Time-corrected position Verlet integrator
- Adaptive grid broad-phase detection
- AABB mid-phase detection
- SAT narrow-phase detection
- Iterative sequential impulse solver and position solver
- Resting collisions with resting constraints ala Erin Catto's method
- Time-corrected position Verlet integrator
- Adaptive grid broad-phase detection
- AABB mid-phase detection
- SAT narrow-phase detection
- Iterative sequential impulse solver and position solver
- Resting collisions with resting constraints ala Erin Catto's method
(GDC08)
- Temporal coherence impulse caching and warming
- Collision pairs, contacts and impulses maintained with a pair
- Temporal coherence impulse caching and warming
- Collision pairs, contacts and impulses maintained with a pair
manager
- Approximate Coulomb friction model using friction constraints
- Constraints solved with the Gauss-Siedel method
- Semi-variable time step, synced with rendering
- A basic sleeping strategy
- HTML5 canvas renderer
- Approximate Coulomb friction model using friction constraints
- Constraints solved with the Gauss-Siedel method
- Semi-variable time step, synced with rendering
- A basic sleeping strategy
- HTML5 Canvas / WebGL renderer

### References

Expand Down

0 comments on commit f28c229

Please sign in to comment.