- Physical properties (mass, area, density etc.)
- Rigid bodies of any convex polygon
- Stable stacking and resting
- Collisions (broad-phase, mid-phase and narrow-phase)
- Restitution (elastic and inelastic collisions)
- Conservation of momentum
- Friction and resistance
- Composite bodies
- Sleeping and static bodies
- Rounded corners (chamfering)
- Views (translate, zoom)
- Collision queries (raycasting, region tests)
- Time scaling (slow-mo, speed-up)
- Canvas renderer (supports vectors and textures)
- WebGL renderer (requires pixi.js)
- MatterTools for creating, testing and debugging worlds
- World state serialisation (requires resurrect.js)
- Cross-browser (Chrome, Firefox, Safari, IE8+)
- Mobile-compatible (touch, responsive)
bower install matter-js npm install matter-js
See the Getting started wiki page for a minimal usage example.
Matter.js includes a sample renderer, but this is optional and it's easy to use your own.
See the Rendering wiki page for information, including on how to use your own custom game loop.
Matter.js is currently in alpha status, meaning the API is still in development and may change occasionally.
The library is reasonably stable as-is, but it is not yet feature complete.
Building and Contributing
This will install the required build dependencies, then run
which is a task that builds the
matter-dev.js file, spawns a
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.
Contributions are welcome, please ensure they follow the same style and architecture as the rest of the code. You should run
grunt test to ensure
jshint gives no errors. Please do not include any changes to the files in the
If you'd like to contribute but not sure what to work on, feel free to message me. Thanks!
To see what's new or changed in the latest version, see the changelog.
The technical details for physics nerds and game devs.
This engine is using the following techniques:
- Time-corrected position Verlet integrator
- Adaptive grid broad-phase detection
- AABB mid-phase detection
- SAT narrow-phase detection
- Iterative sequential impulse solver and position solver
- Resting collisions with resting constraints ala Erin Catto's method (GDC08)
- Temporal coherence impulse caching and warming
- Collision pairs, contacts and impulses maintained with a pair manager
- Approximate Coulomb friction model using friction constraints
- Constraints solved with the Gauss-Siedel method
- Semi-variable time step, synced with rendering
- A basic sleeping strategy
- HTML5 Canvas / WebGL renderer
See my post on Game physics for beginners.
Matter.js is licensed under The MIT License (MIT)
Copyright (c) 2014 Liam Brummitt
This license is also supplied with the release and source code.
As stated in the license, absolutely no warranty is provided.