Matter.js + Cordova

Hi everybody! I am using Phaser 3 in development mobile game, and the key of gameplay - 2D physics, so after viewing Matter.js mobile demo (I mean this one http://brm.io/matter-js-mobile/) I decided that it will be a good solution for my purposes, but when I prepared demo and installed it on iPad mini 4 (using Cordova) - I found out that even just 40 circles (without any sprites, just wireframes) decrease fps to 20 and even more, and this is pad, not even phone… playing with positionIterations, velocityIterations, constraintIterations and enableSleeping don’t have any effect. in the meantime on MacBook it works fine, so it’s just mobile version problem. maybe anybody have any solution for this case? thx!

How strange. I’m assuming Cordova adds a bit of overhead, but I can’t believe it adds enough overhead to slow you down to 20fps.

I found this article that talks about performance limitations near the end:

Have you considered making a browser-game?

thanks for reply. well I checked out it with Box2D as well, seems like I choose wrong way for my purposes, JS + Cordova is too slow for using physics, so I switched to AIR + Starling, it hands Box2D with 60 fps without any problems…

Glad to hear you figured out a solution. Interesting to know that Flash is a viable choice for mobile development

yeah of course, with Starling framework (it uses hardware acceleration for 2D graphic) and Feathers UI library. also Box2D keeps 60 fps there easely :slight_smile: