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@@ -146,34 +146,15 @@ This will install the required build dependencies, then run
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gulp dev
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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.
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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.
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If you'd like to contribute but not sure what to work on, feel free to message me. Thanks!
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to spawn a development server. For information on contributing see [CONTRIBUTING.md](https://github.com/liabru/matter-js/blob/master/CONTRIBUTING.md).
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### Changelog
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To see what's new or changed in the latest version, see the [changelog](https://github.com/liabru/matter-js/blob/master/CHANGELOG.md).
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### References
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The engine uses the following techniques:
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- Time-corrected position Verlet integrator
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- Adaptive grid broad-phase detection
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- AABB mid-phase detection
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- SAT narrow-phase detection
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- Iterative sequential impulse solver and position solver
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- Resting collisions using resting constraints (Erin Catto, GDC08)
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- Temporal coherence impulse caching and warming
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- Collision pairs, contacts and impulses maintained by a pair manager
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- Approximate Coulomb friction model using friction constraints
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- Constraints solved with the Gauss-Siedel method
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- Fixed or variable time step
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- A basic sleeping strategy
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For more information see my post on [Game physics for beginners](http://brm.io/game-physics-for-beginners/).
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See the wiki page on [References](https://github.com/liabru/matter-js/wiki/References).
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