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

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When a pixel ratio is set by Renderer.setPixelRatio, the Mouse function automatically converts it to a integer. That creates a big inaccuracy when calculating the screen coordinates. setPixelRatio('auto') can set...

Hey there, thanks for this library! I really appreciate how well-structured and documented everything is. I saw in #532 (and in other issues) that to allow programmatically-moved bodies to wake...

investigate

This PR allows static bodies to collide with each other, on the condition that at least one of the two is a sensor. It also allows static bodies to collide...

I'm trying to remove a part from a body. As there was no function to do this already, I thought the right way would be to loop through existing parts...

feature-request
improve

I'm using a modified version of the beachBalls example, with no friction, no air friction, and restitution of 1. When I let it run in the demo window, the balls...

bug
question
investigate

I'm combining paperjs and matterjs and overlaying svg shapes, its all working fine except that each library treats centres differently. Im using the body.position.x / body.position.y to move the paperjs...

question
improve

I've got an issue while making a simple test using the MatterJS library. I want to build sort of a train (chain, snake) controlled by setting velocity and angle of...

question

It would be nice if there was a capsule body. ``` Bodies.capsule(x, y, width, height, options) ``` Resulting in a shape like this: ![capsulecollider2d-example2 1](https://user-images.githubusercontent.com/1571806/31738971-e40d1342-b411-11e7-87f8-008c281740ca.png)

feature-request

Hi) [This benchmark](https://www.measurethat.net/Benchmarks/Show/13493/0/mathmaxmin-vs-function-ternary) shows, that native Math functions might be less perfomant than custom realisations on ternary operator **I suggest to replace all the usings Math.min & Math.max functions to...