- Mixed Shapes
- Solid Shapes
- Newton's Cradle
- Wrecking Ball
- Reverse Gravity
- Basic Soft Bodies
- Ball Pool
- Circle Stack
- Air Friction
- Grid Broadphase
- Beach Balls
- Stress 1
- Stress 2
- 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
- Time scaling (slow-mo, speed-up)
- Canvas renderer (supports vectors and textures)
- WebGL renderer (requires pixi.js)
- World state serialisation (requires resurrect.js)
- Built in GUI for testing (requires dat.gui.js)
- Cross-browser (Chrome, Firefox, Safari, IE8+)
- Mobile-compatible (touch, responsive)
Matter.js is currently only alpha status, so production use should be avoided.
This engine is the result of learning game physics and getting a bit carried away.
There's no intention to compete with other engines, so I'm not sure yet how much it will be developed further.
That said, the engine is reasonably stable and performs well, it's just not feature complete.
Though if I get time and people are interested, I may continue working on it.
Contributions are also welcome, if you'd like to help.
For the latest features try the edge version (master), but it may not be fully stable.
bower install matter-js
Some of the demos are avaliable at codepen.io/liabru, where you can easily experiment with them!
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.
If you need a more complete engine, check out jswiki's list of Physics libraries