- Fix circles having a moment of inertia of 0
- Optimize core vector operations, integrator checks & compiled output (SWC)
- Update to latest Fable (4.x)
- Fix broken bundle due to issue in beta version of Fable
- Cleanup engine code using
this
- Add
Vec2.atAngle
/mg.vAngle()
- Add
Simulator.impulse
/physicsObj.prototype.impulse()
- Un-expose some internal
Simulator
funcs - More toString tags on object prototypes, which should improve debugging experience in some browsers
- Fix collision response clipping issue
- Add post-frame hooks
- Add event handling for DOM events
- Imperatively when they occur on the relevant game object
- Imperatively when they occur globally
- All since last tick on the relevant game object
- All since last tick globally
- All since last frame globally
- Add infinite plane colliders - great for floors and walls
- Add world colliders, which are not tied to a game object and immovable
- Fix incorrect minning of vectors for collision
- The default styles no longer make objects look like they're clipping when close
mg.createCircle()
andmg.createRect()
now automatically calculate moments of inertia- Fix 0 masses breaking things
- Impulses can now be applied from offset positions (//TODO: test)
- Fix some wrong typedefs
- Fix y values below 0 breaking in
Engine.updateGameObject
- Add
"type": "module"
to fix some tools (eg Astro CLI) complaining - Fix target .NET versions for Physics and Engine
- Hello World! Mingine is now on NuGet and NPM.