Documentation
Using the library
- Getting started: requirements, building, installing, build options, a first world, the model the API follows, samples and the testbed.
- Bodies and shapes: moving bodies, sleep, dominance, shapes and materials, filters and sensors, chains, geometry from points, shattering, explosions.
- Joints: the eleven joint types, motors and limits, tuning, breaking.
- Events and queries: contact, sensor and joint events; rays, sweeps and overlaps; the character mover; walking the world.
- Fluids: particle pools, behaviors and jelly, particle lifetimes, water volumes, wind.
- Rollback and replay: fixed steps, snapshots and rollback netcode, the journal, hunting a divergence, bytes from outside, formats.
- Diagnostics: counters, validation, debug drawing, hashes.
- Limits: the range of every number the step multiplies, what is clamped, and why.
- Recipes: top-down worlds, platformers, vehicles, destructible geometry, water, lockstep.
- API reference, generated from the headers.
How it works
- Overview: the library profile, ids and misuse, host code, a step, how the parts fit.
- Glossary.
- Determinism: arithmetic, order, threads, state, and the golden scenes that hold them.
- Snapshots and the journal: the state table, the formats, untrusted bytes, replay.
- References: the published sources behind the algorithms.
- Maul conventions: the rules every Maul library follows.
Maintaining it
- Development: toolchain, presets, tests, golden values, benchmarks, the testbed, shared family files.
- Checks: the local tiers, the CI jobs and their budgets.
- Release.