liabru Posted April 2, 2014 Share Posted April 2, 2014 Matter.js v0.8.0-alpha a JavaScript 2D rigid body physics engine for the web DemoMobile DemoFeaturesUsage DownloadDocumentationChangelogIssues Project PageGitHubCodePenTwitterLicense (MIT) It's about time I opened a thread here for this, since I just released a new version! Matter.js is (another!) 2D physics engine for HTML5 games. Competition is always good It's currently still alpha, but it's pretty stable and performance is very good (e.g. the mobile demo pulls 60FPS on a Nexus 4). Note that it's not a complete game engine or a framework, but it has the components to get started including a game loop and renderer.See the links at the start of the topic for lots more info. Hope you guys like it, cheers! Lonan 1 Quote Link to comment Share on other sites More sharing options...
Alvin Posted April 2, 2014 Share Posted April 2, 2014 Welcome aboard It's nice to have you here, and I'm glad you have decided to keep working on this engine.And your mobile demo is, I must say, impressive.Thanks for sharing Quote Link to comment Share on other sites More sharing options...
liabru Posted May 6, 2014 Author Share Posted May 6, 2014 Matter.js v0.8.0-alpha Released Matter.js version v0.8.0-alpha, see the changelogRelease highlights:added Views demoadded Time Scaling demoadded Rounded Corners (Chamfering) demoadded Raycasting demoadded Query module, including raycastingadded 3 useful new Composite methodsadded support for mouse wheel, mouse scaling and offsetsadded Body.scale for scaling bodies on the flyadded Body.timeScale for slowing down bodies per-bodyadded Body.setStatic for correctly setting staticadded Vertices.chamfer for rounding corners of any set of verticesadded integration of chamfer to body factoriesadded engine.timing.isFixed option to disable dynamic timingadded render.bounds for translating and scaling viewseasier use of Engine.update and Engine.render for those using custom game loopsfixed issues with time scalingfixed error in calculation of centre of massremoved Matter.Gui in preparation for the MatterTools project launch@Alvin Thanks, it's great to be here, this is seems like a pretty cool community Quote Link to comment Share on other sites More sharing options...
titmael Posted May 6, 2014 Share Posted May 6, 2014 Pretty impressive Quote Link to comment Share on other sites More sharing options...
Midnight Posted May 6, 2014 Share Posted May 6, 2014 First look: Reaaly good, this may now be my js physics engine of choice!Tested on iPad 3 (ios 6): Oh, it was so promising at first... Performance is not as good as I hoped. Quote Link to comment Share on other sites More sharing options...
liabru Posted May 6, 2014 Author Share Posted May 6, 2014 First look: Reaaly good, this may now be my js physics engine of choice!Tested on iPad 3 (ios 6): Oh, it was so promising at first... Performance is not as good as I hoped. Can you try out the mobile demo on your iPad and tell me what the FPS is (and if it goes fullscreen when you tap on it)? Unfortunately I don't have an iPad available for testing my self at the moment, but I have tested on a Nexus 4 and an LG tablet and the mobile demo performs well (mostly 60fps) on mobile Chrome.Something to note is that I generally find that performance can take a hit when the canvas isn't the only element on the page. Quote Link to comment Share on other sites More sharing options...
Ezelia Posted May 6, 2014 Share Posted May 6, 2014 Tester on some devices :Android 4.2 mobile : Fullscreen OK, and 50/54 FPSNexus 7 tablet : Fullsscreen OK, but the scene is empty (I see the borders, the FPS text but no physics body)iPad mini : 34/40 FPS, but no Fullscreen : this is normal since fullscreen API is not implemented on iPadAndroid stock browser on a samsung galaxy S3 : no fullscreen, the scene and bodies shows but no touch interaction, when I flip the screen, some bodies fall down other are stick. Quote Link to comment Share on other sites More sharing options...
Midnight Posted May 6, 2014 Share Posted May 6, 2014 iPad 3 (iOS 6) - mostly 28-30 fps, no fullscreen Quote Link to comment Share on other sites More sharing options...
liabru Posted May 8, 2014 Author Share Posted May 8, 2014 Tester on some devices :Android 4.2 mobile : Fullscreen OK, and 50/54 FPSNexus 7 tablet : Fullsscreen OK, but the scene is empty (I see the borders, the FPS text but no physics body)iPad mini : 34/40 FPS, but no Fullscreen : this is normal since fullscreen API is not implemented on iPadAndroid stock browser on a samsung galaxy S3 : no fullscreen, the scene and bodies shows but no touch interaction, when I flip the screen, some bodies fall down other are stick. iPad 3 (iOS 6) - mostly 28-30 fps, no fullscreen Thanks guys. If you get time, could you guys please try this mobile demo:http://brm.io/matter-test/mobile/ And tell me the FPS and exactly what device / browser / OS version you're using?Make sure to close down background tasks too I thinkThanks Quote Link to comment Share on other sites More sharing options...
Midnight Posted May 8, 2014 Share Posted May 8, 2014 Same iPad (6.1.3) 56 fps, 57 max.I think it is usable for now, if capped at 30, we can add more bodies.Do you plan to make typescript definitions? Quote Link to comment Share on other sites More sharing options...
clark Posted December 10, 2014 Share Posted December 10, 2014 This library is awesome. Quote Link to comment Share on other sites More sharing options...
mfdesigner Posted December 21, 2014 Share Posted December 21, 2014 A challenge for you... can you put the entire or parts of the engine on the GPU instead of CPU? The NVidia PhysX engine, when run by the GPU, can see as much as 20x performance gain. The thing is physics engine shouldn't take away too much CPU cycles from the game logics. Quote Link to comment Share on other sites More sharing options...
Firenibbler Posted December 29, 2014 Share Posted December 29, 2014 Nice Job! Quote Link to comment Share on other sites More sharing options...
Donk Posted March 23, 2015 Share Posted March 23, 2015 I've been playing with this a bit, anyone else? I've been trying to find dummy or placeholder objects, does matter.js have those? Box2D has them as sensor objects "... they never collide with anything. But they do generate BeginContact/EndContact callbacks to let us know when they start or stop overlapping" Quote Link to comment Share on other sites More sharing options...
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