# Matter.js *Matter.js* is a JavaScript 2D rigid body physics engine for the web [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) - [Newton's Cradle](http://brm.io/matter-js-demo#newtonsCradle) - [Wrecking Ball](http://brm.io/matter-js-demo#wreckingBall) - [Slingshot Game](http://brm.io/matter-js-demo#slingshot) - [Rounded Corners (Chamfering)](http://brm.io/matter-js-demo#rounded) - [Views](http://brm.io/matter-js-demo/#views) - [Time Scaling](http://brm.io/matter-js-demo/#timescale) - [Raycasting](http://brm.io/matter-js-demo/#raycasting) - [Sprites](http://brm.io/matter-js-demo/#sprites) - [Pyramid](http://brm.io/matter-js-demo#pyramid) - [Car](http://brm.io/matter-js-demo#car) - [Catapult](http://brm.io/matter-js-demo#catapult) - [Reverse Gravity](http://brm.io/matter-js-demo#gravity) - [Bridge](http://brm.io/matter-js-demo#bridge) - [Avalanche](http://brm.io/matter-js-demo#avalanche) - [Basic Soft Bodies](http://brm.io/matter-js-demo#softBody) - [Cloth](http://brm.io/matter-js-demo#cloth) - [Events](http://brm.io/matter-js-demo/#events) - [Chains](http://brm.io/matter-js-demo#chains) - [Ball Pool](http://brm.io/matter-js-demo#ballPool) - [Stack](http://brm.io/matter-js-demo#stack) - [Circle Stack](http://brm.io/matter-js-demo#circleStack) - [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) - [Sleeping](http://brm.io/matter-js-demo#sleeping) - [Grid Broadphase](http://brm.io/matter-js-demo#broadphase) - [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 - Collisions (broad-phase, mid-phase and narrow-phase) - Restitution (elastic and inelastic collisions) - Conservation of momentum - Friction and resistance - Constraints - Gravity - Composite bodies - Sleeping and static bodies - Events - 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) ### 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 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. ### Install Download [matter-0.8.0.js](https://github.com/liabru/matter-js/releases/download/0.8.0-alpha/matter-0.8.0.js) or [matter-0.8.0.min.js](https://github.com/liabru/matter-js/releases/download/0.8.0-alpha/matter-0.8.0.min.js) and include the script in your HTML file: For the latest features try the [edge version (master)](https://raw.github.com/liabru/matter-js/master/build/matter.js), but it may not be fully stable. #### Or install using [Bower](http://bower.io/) bower install matter-js ### Usage See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js) and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for many usage examples.
When loaded, all modules and functions are under the global Matter.* namespace. Some of the demos are avaliable at [codepen.io/liabru](http://codepen.io/liabru/), where you can easily experiment with them! ### Documentation See the [Matter.js API Docs (v0.8.0)](http://brm.io/matter-js-docs/).
If you're using the [edge version (master)](https://raw2.github.com/liabru/matter-js/master/build/matter.js) then see the [API Docs (master)](http://brm.io/matter-js-docs-master/). ### Building and Contributing To build you must first install [node.js](http://nodejs.org/) and [grunt](http://gruntjs.com/), then run npm install This will install the required build dependencies, then run grunt 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 `grunt 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) ### 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 / WebGL 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)