Matter.js vs Arcade Physics in Phaser

Phaser 3 offers multiple physics engines out of the box, with Arcade Physics and Matter.js being the two primary choices for 2D game development. This article compares both engines across performance, collision capabilities, physical realism, and implementation complexity, helping you determine the right engine for your game's specific requirements.

Fundamental Differences

Arcade Physics is Phaser’s lightweight, custom-built physics engine designed for high-speed, arcade-style gameplay. It relies primarily on Axis-Aligned Bounding Boxes (AABB) and simple circle colliders. Because bodies cannot rotate their physical hitboxes, Arcade minimizes mathematical calculations, allowing hundreds or even thousands of objects to run at 60 FPS on low-power devices.

Matter.js is a full-featured, rigid-body 2D physics engine. It simulates real-world physical properties such as mass, inertia, friction, restitution, and momentum. Unlike Arcade, Matter.js calculates true geometric collisions, allowing bodies to rotate, bounce realistically, stack, and tumble.

Collision Detection and Shapes

Physical Features and Constraints

Performance

Performance is the most significant trade-off between the two engines:

Learning Curve and Ease of Use

Arcade Physics features a straightforward API that integrates seamlessly with Phaser game objects. Tasks like setting gravity, detecting overlap, and separating overlapping sprites require minimal code.

Matter.js has a steeper learning curve. Manipulating bodies directly requires an understanding of rigid-body dynamics, center of mass, and constraint solving. Fine-tuning player controls in Matter.js can also be difficult, as realistic physics often make standard platformer movement feel floaty or slippery.

When to Choose Arcade Physics

When to Choose Matter.js