I am using Matter.js physics in an attempt to create soft bodies. I was able to create a body like this:

matter.js soft body

However I am not sure if this is the "soft body" I want. It is true that this body is not entirely rigid and has that bouncy feel when it collides and gets dragged. I was looking for a body that shares similarities with a gelly. This image might visually help explaining the concept:


I was wondering how these type of bodies can be made. Is it the same as the as matter.js soft body but with a very specific type of properties? I can only get the body to be kind of rigid-squared and not as moldable and circular as I would like it to be.

I am also interesting in manipulating the physics body with in-game interactions which would increase or decrease the physics body size which leads me once more to the conclusion that the type of body that I want must be quite moldable.

Can matter.js handle this or do I have to change the physics engine? Any solutions to approach this?

NOTE: I am using Phaser.js for some in-game components but matter.js physics for physics manipulation because I believe Phaser integrated Physics can't simulate this type of complex body.


EDIT: It is very similar to this https://stackoverflow.com/questions/18298329/box2d-roll-soft-body-ball?rq=1. I just need to do that with a js engine I guess. Is there any?


2 Answers 2


Making the softbody part of a physics engine isn't an easy task... Thankfully a few people have already worked really hard to do this.

Among these you can find the Unity plugins "Truss Physics" and "VertExMotion".

And then others like "Jelly Physics". (It's C#, but I believe others have converted it to diferent languages, have fun looking for these :p)

You can find it at this link (in c#): https://github.com/kwanchangnim/Jello-Physics

Then the one I am actually using for my game -which is a sort of extension for Box2D- is called "liquid physics" (also many languages) made by Google.

You can it find here: https://github.com/google/liquidfun/tree/master/liquidfun/Box2D/lfjs

I had your exact same issue, so I hope this helps. (It took a whole day of research to find all of these...)


The first illustration in your question is the exact same technique used by many softbody physics engines.

If you mean liquid physics by saying "Jelly alike", then that's a different subject.

But the thing is, there is no need to "re-discover America". There are tons of plug-and-play softbody libraries out there that you can use.


You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .