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# Matter.js
*Matter.js* is a 2D rigid body physics engine for the web written in JavaScript (yes, another)
[brm.io/matter-js ](http://brm.io/matter-js )
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[![Build Status ](https://travis-ci.org/liabru/matter-js.png?branch=master )](https://travis-ci.org/liabru/matter-js)
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[Features ](#features ) - [Status ](#status ) - [Install ](#install ) - [Usage ](#usage ) - [Docs ](http://brm.io/matter-js-docs/ ) - [Implementation ](#implementation ) - [References ](#references ) - [License ](#license )
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### Demos
- [Mixed Shapes ](http://brm.io/matter-js-demo#mixed )
- [Solid Shapes ](http://brm.io/matter-js-demo#mixedSolid )
- [Stack ](http://brm.io/matter-js-demo#stack )
- [Circle Stack ](http://brm.io/matter-js-demo#circleStack )
- [Pyramid ](http://brm.io/matter-js-demo#pyramid )
- [Car ](http://brm.io/matter-js-demo#car )
- [Newton's Cradle ](http://brm.io/matter-js-demo#newtonsCradle )
- [Restitution ](http://brm.io/matter-js-demo#restitution )
- [Friction ](http://brm.io/matter-js-demo#friction )
- [Air Friction ](http://brm.io/matter-js-demo#airFriction )
- [Reverse Gravity ](http://brm.io/matter-js-demo#gravity )
- [Sleeping ](http://brm.io/matter-js-demo#sleeping )
- [Grid Broadphase ](http://brm.io/matter-js-demo#broadphase )
- [Chains ](http://brm.io/matter-js-demo#chains )
- [Ball Pool ](http://brm.io/matter-js-demo#ballPool )
- [Wrecking Ball ](http://brm.io/matter-js-demo#wreckingBall )
- [Avalanche ](http://brm.io/matter-js-demo#avalanche )
- [Beach Balls ](http://brm.io/matter-js-demo#beachBalls )
- [Stress 1 ](http://brm.io/matter-js-demo#stress )
- [Stress 2 ](http://brm.io/matter-js-demo#stress2 )
### Features
- Physical properties (mass, area, density etc.)
- Rigid bodies of any convex polygon
- Stable stacking and resting
- Restitution (elastic and inelastic collisions)
- Conservation of momentum
- Friction and resistance
- Constraints
- Gravity
- Composite bodies
- Sleeping and static bodies
- Original JavaScript physics implementation (not a port)
- HTML5 canvas renderer
- Mobile-compatible (touch, scaleable)
- Cross-browser (chrome, firefox, IE8+)
- World state serialisation (requires
[resurrect.js ](https://github.com/skeeto/resurrect-js ))
- Built in GUI for testing (requires
[dat.gui.js ](http://workshop.chromeexperiments.com/examples/gui/ ))
- Time scaling (slow-mo, speed-up)
- Broad-phase, mid-phase and narrow-phase collisions
### Status
Matter.js is currently only *alpha* status, so production use should be avoided.
This engine is the result of [learning game physics ](http://brm.io/game-physics-for-beginners/ ) and getting a bit carried away.
< br > There's no intention to compete with other engines, so I'm not sure yet if it will be developed further.
< br > 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.
< br > Contributions are also welcome, if you'd like to help.
### Install
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Download [matter.js ](https://raw2.github.com/liabru/matter-js/master/build/matter.js ) or [matter.min.js ](https://raw2.github.com/liabru/matter-js/master/build/matter.min.js ) and include the script in your HTML file:
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< script src = "matter.js" type = "text/javascript" > < / script >
### Usage
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See [Demo.js ](https://raw2.github.com/liabru/matter-js/master/demo/js/Demo.js ) and [DemoMobile.js ](https://raw2.github.com/liabru/matter-js/master/demo/js/DemoMobile.js ) for many usage examples. No docs at the moment, sorry.
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< br > When loaded, all functions are under the global < code > Matter.*< / code > namespace.
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### Documentation
See the [Matter.js API Docs ](http://brm.io/matter-js/ ).
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### Implementation
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The technical details for physics nerds and game devs.
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< br > 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 renderer
### References
See my post on [Game physics for beginners ](http://brm.io/game-physics-for-beginners/ ).
### License
Matter.js is licensed under [The MIT License (MIT) ](http://opensource.org/licenses/MIT )
< br / > Copyright (c) 2014 Liam Brummitt
This license is also supplied with the release and source code.
< br / > As stated in the license, absolutely no warranty is provided.
### Similar Projects
If you need a more complete engine, check out jswiki's list of [Physics libraries ](https://github.com/bebraw/jswiki/wiki/Physics-libraries )