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a 2D rigid body physics engine for the web ▲● ■

Results 212 matter-js issues
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Hello. I am making a game that uses p5.js to draw and matter.js for the physics. I found an issue with ball bouncing collisions when using matter.js. I want the...

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My objective is to preserve aspect ratio while user resizes browser window ( this is needed for portrait / landscape orientation support for mobile ). The problem appears when matter-js...

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Currently collision filters work as they do in Box2D, which uses a bitwise implementation which supposedly should give good performance. Here is a [good explanation](http://www.iforce2d.net/b2dtut/collision-filtering). This comes with some downsides:...

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reason: in my project , i can't solve my all the collision problem by using the chamfer option , so I need capsule.

Chrome now reports: SVGPathSeg is deprecated and will be removed in Chrome 48. See https://www.chromestatus.com/feature/5708851034718208. will need replaced with: https://svgwg.org/specs/paths/#InterfaceSVGPathData there is a polyfill for this as well: https://github.com/jarek-foksa/path-data-polyfill.js

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Hi, If i create an object with a ``` const testObject = Body.create({ parts: [body], }) ``` Then a body.angle is always 0, even if testObject actively rotating. This is...

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Hi, I am having trouble in a situation where a small body is capable of pushing a large (and much heavier) body on collision. I have recreated and simplified my...

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This is a continuation from a theme first identified in 2017: https://github.com/liabru/matter-js/issues/497#issuecomment-519113260 I'm having trouble loading a sprite into a Matter JS enabled component inside of React within a Gatsby...

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![image](https://user-images.githubusercontent.com/44989190/80172666-2a00ea80-8620-11ea-8daf-c6f5dcd77a38.png) ![image](https://user-images.githubusercontent.com/44989190/80172683-35541600-8620-11ea-9f37-bd554716c1fb.png) ![image](https://user-images.githubusercontent.com/44989190/80172765-6c2a2c00-8620-11ea-8ae3-25952d852945.png) const options = { isSleeping: true, render: { fillStyle: '#2e2b44', strokeStyle: '#2e2b44', lineWidth: 1 } }; let body = Bodies.fromVertices(0, 0, vertexSets, options, true); if (!body) {...

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The deltaTimeSquared used to calculate velocity from force uses deltaTime which is in milliseconds. In order for Force to be represented in Newtons the time should be represented in seconds....

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