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

### 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) ### 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 See the [Getting started](https://github.com/liabru/matter-js/wiki/Getting-started) wiki page for a minimal usage example. Matter.js includes a sample renderer, but this is optional and it's easy to use your own.
See the [Rendering](https://github.com/liabru/matter-js/wiki/Rendering) wiki page for information, including on how to use your own custom game loop. Check out the [demo page](http://brm.io/matter-js-demo/) for more examples and then refer to [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js) to see how they work. Some of the demos are also available on [codepen](http://codepen.io/collection/Fuagy/), where you can easily experiment with them. ### 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/) ### Status Matter.js is currently in *alpha* status, meaning the API is still in development and may change occasionally.
The library is reasonably stable as-is, but it is not yet feature complete. ### 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). ### 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.