Minification takes a lot of time (~10 seconds for the full build on my hw), so we really need to minify the javascript when we build the Hype app otherwise exports/previews will be a bit ridiculous :).
It matters to certain market segments we sell to! But you're right in the above comments, the generated data can be quite large; we don't work quite as hard to optimize that but we probably will take another pass in a future release. A lot of the bloat comes from long floating point numbers.
I also like thinking about Hype from the creative/artist perspective. I don't want our app to limit creativity by any means, even if the artist needs to get their hands a bit dirty with code. That's why we provide an API! Of course, this needs to be balanced with long term goals and not backing us into a corner. Discussions like this our useful because it helps us understand what we should be exposing in our API.
Yeah, Hype doesn't read back the DOM/CSS and has its own view of the world, so unless that is updated this won't work as you want it to. As I mentioned, giving these APIs is something I'd really like to do
I love folks using Hype as much as possible, but I'd agree this can be the right way to go about it. Not every task is well suited for being built in Hype (so far!).
This behavior is a bit different than the direct DOM manipulation. When you move via a timeline, the timeline is taking ownership of those properties. You can think of Physics as another timeline. When one timeline has ownership, another timeline will not be able to manipulate it. So when timelines run they take ownership. Typically timelines will own the properties (even after animations have stopped), but since physics keeps trying to own the properties, it will nearly immediately take ownership back after an animation is complete.
That's not our goal; if it was we would have sold out long ago! (and no, I can't elaborate)
He hasn't had an official release in a bit so the changelog file hasn't been updated. He just wrapped up a large slew of changes, so I'd expect a new official release soon.
Correct, I built our own "renderer" which basically interacts with the Hype runtime under the hood. There's about 1,200 lines of code responsible for integrating Hype and Matter.js together. It has to do things like manage transformations, groupings, symbols with different engines, obtain velocity information to feed to physics, etc.
I agree this is one of the common bugs people run into!