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P2.js Physics Engine

⬢ 層級 2技術
中等
薪資影響
2 個月
學習時長
困難
難度
—
職業
一覽

P2.js is a JavaScript physics engine simulating real-world forces, gravity, collisions, friction, springs. Developers use it to build 2D games (side-scrollers, puzzle games), interactive prototypes, and data visualizations where objects move and bounce realistically. Mastery takes 6-8 weeks. It's niche; only game devs and creative technologists need it, but those who master it command premium rates for interactive projects. Fewer than 5% of frontend developers understand physics engines.

什麼是 P2.js Physics Engine

P2.js is a lightweight JavaScript library that simulates 2D rigid-body physics. It handles bodies (shapes like boxes, circles, polygons), forces (gravity, velocity, angular momentum), collisions (detecting and resolving contact), and constraints (joints, springs, motors). Developers use P2 to build games where characters jump and fall, puzzles where blocks stack and tumble, or interactive visualizations where particles and objects behave like real physics. A typical flow: Create a world with gravity (9.8 m/s²). Add a player body (dynamic, affected by forces). Add a floor body (static, immovable). Update the world each frame (world.step(deltaTime)). P2 detects collision between player and floor, resolves it (player stops falling). Call an event listener when they collide.

🔧 工具與生態
P2.js libraryCanvas APIWebGL renderersMatter.js comparisonBabylon.js integrationThree.js integrationBrowser DevToolsPhysics debugging tools

💰 各地區薪資

地區初級中級高級
USA$75,000$130,000$190,000
UK£48,000£85,000£125,000
EU€52,000€90,000€135,000
CANADACA$75,000CA$135,000CA$195,000

❓ 常見問題

What's the difference between P2.js and Matter.js?
P2.js is lighter, simpler, better for prototype/indie games. Matter.js is heavier, more mature, better for complex simulations (soft bodies, constraints). P2 is easier to learn; Matter has more examples online. Start with P2 if you're new to physics engines.
How do I debug physics glitches (objects falling through floors)?
Common cause: time step too large (physics updates get 1 big jump, miss collision). Reduce deltaTime (e.g., 60 FPS = 1/60 ~= 0.016s per frame). Increase collision detection resolution. Use P2 debug renderer to visualize bodies and contacts in real-time.
Can I use P2.js for 3D games?
No. P2.js is 2D only. For 3D, use Cannon.js or Babylon.js's physics module. If you need 3D, jump to those frameworks. P2 is strictly XY plane.
How do I create dynamic platforms (moving floors)?
Create a kinematic body (body.type = Body.KINEMATIC). Manually update its position/velocity each frame. Collision detection still works; regular bodies rest on and slide off kinematic bodies.
What's the performance budget for P2?
100-200 dynamic bodies at 60 FPS is comfortable (phones). 1000+ bodies = frame drops unless you optimize (spatial partitioning, sleeping bodies). Profile with DevTools. Physics simulation time should stay <5ms per frame.

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