# Matter.js > *Matter.js* is a JavaScript 2D rigid body physics engine for the web [brm.io/matter-js](http://brm.io/matter-js) [Demos](#demos) - [Gallery](#gallery) - [Features](#features) - [Install](#install) - [Usage](#usage) - [Examples](#examples) - [Docs](#documentation) - [References](#references) - [License](#license) [![Build Status](https://travis-ci.org/liabru/matter-js.png?branch=master)](https://travis-ci.org/liabru/matter-js) ### Demos

### Gallery See how others are using matter.js physics - [Les métamorphoses de Mr. Kalia](http://www.lab212.org/projects/les-metamorphoses-de-mr-kalia) by Lab212 for Google - [Pablo The Flamingo](http://pablotheflamingo.com/) by Nathan Gordon et al - [#GIFMYLIVE](http://bonhommeparis.com/en/projects/arte-gifmylive) by Bonnehomme for Arte - [Adobe Analytics Live Stream](http://adobefirehose.mediarain.com/) by Rain for Adobe - [Blood Sweat & Tools Interactive](http://bloodsweatandtools.discovery.ca/gamebench/) by Jam3 for Discovery - [Hype](http://tumult.com/hype/pro/) by Tumult - [Trophy Smasher](http://grindselect.com/trophy/game) by Kyle Stetz for Grind Select - [Pelada](https://gabrielmfadt.wordpress.com/tag/matter-js/) by Gabriel Gianordoli - [Labyrinth Game](https://vine.co/v/OjYTwi1gdB1) by Jaume Sanchez Elias - [Powermate and Physics](https://vine.co/v/OjXaEzivvJe) by Jaume Sanchez Elias ### 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](https://github.com/GoodBoyDigital/pixi.js/)) - [MatterTools](https://github.com/liabru/matter-tools) for creating, testing and debugging worlds - World state serialisation (requires [resurrect.js](https://github.com/skeeto/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)](https://github.com/liabru/matter-js/blob/master/build/matter.js) or get a [stable release](https://github.com/liabru/matter-js/releases) and include the script in your web page: You can also install using the package managers [Bower](http://bower.io/search/?q=matter-js) and [NPM](https://www.npmjs.org/package/matter-js). bower install matter-js npm install matter-js ### Usage Visit the [Getting started](https://github.com/liabru/matter-js/wiki/Getting-started) wiki page for a minimal usage example. Also see the [Rendering](https://github.com/liabru/matter-js/wiki/Rendering) wiki page, which also shows how to use your own game loop. ### Examples See the [examples](https://github.com/liabru/matter-js/tree/master/examples) directory which contains the source for all [demos](#demos). There are even more examples on [codepen](http://codepen.io/collection/Fuagy/). ### Documentation Edge build documentation is at [Matter.js API Docs (master)](http://brm.io/matter-js-docs-master/) Stable release documentation is at [Matter.js API Docs (v0.8.0)](http://brm.io/matter-js-docs/) ### Building and Contributing To build you must first install [node.js](http://nodejs.org/) and [gulp](http://gulpjs.com/), 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 `jshint` 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](https://github.com/liabru/matter-js/blob/master/CHANGELOG.md). ### 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](http://brm.io/game-physics-for-beginners/). ### License Matter.js is licensed under [The MIT License (MIT)](http://opensource.org/licenses/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.