# 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) [![Build Status](https://travis-ci.org/liabru/matter-js.png?branch=master)](https://travis-ci.org/liabru/matter-js) [Features](#features) - [Status](#status) - [Install](#install) - [Usage](#usage) - [Docs](http://brm.io/matter-js-docs/) - [Implementation](#implementation) - [References](#references) - [License](#license) ### 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.
There's no intention to compete with other engines, so I'm not sure yet if 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. ### Install 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: ### Usage 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.
When loaded, all functions are under the global Matter.* namespace. ### Documentation See the [Matter.js API Docs](http://brm.io/matter-js/). ### Implementation 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 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)
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. ### 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)