This is an ECS driven game engine written in javascript.
Collision Masking:Used to allow or disallow physical bodies from colliding with each other.
Narrowphase:Provides collision manifold from a given pair of bodies if the bodies are colliding.
Broadphase:Used to improve performance of the physics world by calculating pairs of bodies that could possibly be colliding.
Static and Dynamic bodies types:Static bodies do not respond to collision with other bodies(due to infinite mass) while dynamic bodies respond to collision forces.
Friction:Bodies colliding experience friction between their two surfaces.
Sleeping:Bodies at rest do not need to be tested every frame hence are put to "sleep" to improve performance of the physics engine.
Querying:The world can be queried to know if bodies are within a certain range(either a bounding-box or bounding-circle).
Iterative solving for velocity to improve non-rotational stacking.
Shapes:Various convex shapes are supported in the physics engine.
TODO
Will be available when a contribution guide is written.