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updated readme
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liabru authored Jul 4, 2016
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Expand Up @@ -146,34 +146,15 @@ This will install the required build dependencies, then run

gulp dev

which is a task that builds the `matter-dev.js` file, spawns a `connect` and `watch` server, then opens `demo/dev.html` in your browser. Any changes you make to the source will automatically rebuild `matter-dev.js` and reload your browser for quick and easy testing.

Contributions are welcome, please ensure they follow the same style and architecture as the rest of the code. You should run `gulp test` to ensure `eslint` gives no errors. Please do not include any changes to the files in the `build` directory.

If you'd like to contribute but not sure what to work on, feel free to message me. Thanks!
to spawn a development server. For information on contributing see [CONTRIBUTING.md](https://github.com/liabru/matter-js/blob/master/CONTRIBUTING.md).

### 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).

### References

The engine uses 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 using resting constraints (Erin Catto, GDC08)
- Temporal coherence impulse caching and warming
- Collision pairs, contacts and impulses maintained by a pair manager
- Approximate Coulomb friction model using friction constraints
- Constraints solved with the Gauss-Siedel method
- Fixed or variable time step
- A basic sleeping strategy

For more information see my post on [Game physics for beginners](http://brm.io/game-physics-for-beginners/).
See the wiki page on [References](https://github.com/liabru/matter-js/wiki/References).

### License

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