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Matter.js

Matter.js is a JavaScript 2D rigid body physics engine for the web

brm.io/matter-js

Demos - Gallery - Features - Install - Usage - Examples - Docs - References - License

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Demos


Gallery

See how others are using matter.js physics

Features

  • Rigid bodies
  • Compound bodies
  • Composite bodies
  • Concave and convex hulls
  • Physical properties (mass, area, density etc.)
  • Restitution (elastic and inelastic collisions)
  • Collisions (broad-phase, mid-phase and narrow-phase)
  • Stable stacking and resting
  • Conservation of momentum
  • Friction and resistance
  • Events
  • Constraints
  • Gravity
  • 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)
  • An original JavaScript physics implementation (not a port)

Install

Download the edge build (master) or get a stable release and include the script in your web page:

<script src="matter.js" type="text/javascript"></script>

You can also install using the package managers Bower and NPM.

bower install matter-js
npm install matter-js

Usage

Visit the Getting started wiki page for a minimal usage example.
Also see the Rendering wiki page, which also shows how to use your own game loop.

Examples

See the examples directory which contains the source for all demos.
There are even more examples on codepen.

Documentation

See the API Documentation and the wiki

Building and Contributing

To build you must first install node.js and gulp, then run

npm install

This will install the required build dependencies, then run

gulp dev

which is a task that builds the matter-dev.js file, spawns a connect and 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 gulp test to ensure eslint gives no errors. Please do not include any changes to the files in the build directory.

If you'd like to contribute but not sure what to work on, feel free to message me. Thanks!

Changelog

To see what's new or changed in the latest version, see the changelog.

References

The engine uses 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

For more information see my post on Game physics for beginners.

License

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.

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