build | ||
demo | ||
src | ||
.gitignore | ||
.jshintrc | ||
.npmignore | ||
.travis.yml | ||
bower.json | ||
CHANGELOG.md | ||
CONTRIBUTING.md | ||
Gruntfile.js | ||
LICENSE | ||
package.json | ||
README.md |
Matter.js
Matter.js is a JavaScript 2D rigid body physics engine for the web
Features - Status - Install - Usage - Docs - Implementation - References - License
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)
- MatterTools for creating, testing and debugging worlds
- World state serialisation (requires 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) or get a stable release and include the script in your web page:
<script src="matter.js" type="text/javascript"></script>
You can also install using the package managers Bower and NPM.
bower install matter-js
npm install matter-js
Usage
See the 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 wiki page for information, including on how to use your own custom game loop.
Check out the demo page for more examples and then refer to Demo.js to see how they work. Some of the demos are also available on codepen, where you can easily experiment with them.
Documentation
Edge build documentation is at Matter.js API Docs (master)
Stable release documentation is at Matter.js API Docs (v0.8.0)
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 and grunt, 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.
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.
License
Matter.js is licensed under The MIT License (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.