Hackathon: Matter.js
For the Brown hackathon, we made a multiplayer browser video game called Enceladus using node, raw javascript, socket.io, and matter.js as a physics engine.
https://github.com/ishmandoo/enceladus
I think we’ll keep working on it, so I’ll post more when it isn’t a pile of Hackathon garbage.
Here are some scattered, totally worthless to anyone else notes as I started exploring the documentation of Matter.js:
Engine.update updates by dt
Bodies - factory methods for creating new bodies
Bounds - Axis aligned bounding box = min and max x and y values
Body. whatever lets you set almost anything about a body.
set to static can be useful
bodies hold velocity prev velocity other things. I bet you mostly should not update these values manually.
Common - useful random crap. Random picks random values. chaining seems useful? clone. topological sort. sign function.
Constraint - fix distance between two points. No rotation contraints?
SAT - seperating axis theorem - convex shapes -
http://www.dyn4j.org/2010/01/sat/
Engine - clear resets
Grid
broad phase collision detection?
http://buildnewgames.com/broad-phase-collision-detection/