Overview

Matali Physics is an advanced, multi-platform, high-performance 3d physics engine intended for games, virtual reality and physics-based simulations. Matali Physics and add-ons form physics environment which provides complex physical simulation and physics-based modeling of objects both real and imagined.
Matali Physics is available after you buy the appropriate licence.

High-performance, optimized, flexible and easy to use

Matali Physics can be easily integrated into your game project written in native C++. High-performance, rock-solid stable, optimized, flexible and easy to use will help you create unique, multi-platform, physics-based computer games. Equips with mechanisms to create real and imagined complex objects keeps pace with your creativity.

Multi-threaded, multi-platform

Matali Physics is optimized for multi-core processors and is available for: Android, *BSD, iOS, Linux, OS X, SteamOS, Windows Desktop and Windows UAP/UWP. Matali Physics supports optimized multiplatform app programming model.
Platforms
Architectures
Multimedia APIs
IDEs
Android 4.3 (API Level 18)
and higher
ARMv7 and higher (armeabi-v7a), ARM64 (arm64-v8a)OpenGL ES 3.0
OpenSL ES
Android Studio 3.0 and higher
Android NDK
*BSD (mainly FreeBSD)x86, x64OpenGL 3.3
OpenAL
NetBeans
iOS 7 and higheri386, x86_64, ARMv7, ARM64OpenGL ES 3.0
OpenAL
Xcode 8.x and higher
Linux (mainly Ubuntu)x86, x64OpenGL 3.3
OpenAL
NetBeans
OS X 10.9 and higherx86_64OpenGL 3.3
OpenAL
Xcode 8.x and higher
SteamOSx86, x64OpenGL 3.3
OpenAL
NetBeans
Steam Runtime
Windows 10x86, x64DirectX 12
X3DAudio
Visual Studio 2017
Windows 10 UAP/UWPx86, x64, ARMDirectX 11 or DirectX 12
X3DAudio
Visual Studio 2017
Windows 7/8/8.1/10x86, x64DirectX 11
X3DAudio
Visual Studio 2017
Windows 7/8/8.1/10
Windows XP/Vista
x86, x64OpenGL 3.3 or Vulkan
X3DAudio
Visual Studio 2017
Operating systemSupported forms of linking
WindowsStatic (.lib)
Android, *BSD, iOS, Linux, OS X, SteamOSStatic (.a)
Destructible Environments

Supports fully dynamic, destructible environments

Matali Physics supports the destruction of any complex object. In extreme case, the entire physics scene can be destroyed. The engine supports groups of objects with advanced modeling of their destruction process, convex decomposition, breakable constraints, real-time deformable triangle meshes and real-time deformable large-scale heightmaps.
Animation

Supports physics-based animations

Constraints and user controllers offered by the engine allow you to create advanced, AI-related, procedural animations of any complexity. You can easily create natural, arbitrary motion sequences that do not require the use of separate inverse kinematics systems and data derived from motion capture systems. The engine supports control constraints (distance and angles) and modeling constraints through the additional mode of deformation.
Physical AI

Supports physical AI and objects behavior control

User controllers offered by the engine allow you to implement, efficient waypoints and pathfinding in dynamically changing environments. Every object in the engine can analyze the environment and determine what it sees. Support for force-feedback, switches, lifetime maintenance make it easy to control the behavior and interaction of objects.

Supports physics-driven sound

Matali Physics provides all data needed for audio playback during hitting, rolling and sliding of physics objects, as well as data required to play sounds related to the behavior of objects. Matali Physics Demo shows complex scenes, where all sounds are controlled by the physics engine.

Powered by add-ons

The rich set of add-on extends functionality of Matali Physics and allows you to test engine behavior in complex scenes. Currently provided add-ons are: Matali Render, Matali Content, Matali Sound, and Matali Games.

Fully serializable and deserializable

Matali Physics supports advanced serialization and deserialization. All information describing physics scene elements: simulation parameters, physics objects (with materials, cameras, controllers, fog, light and sound sources, contact points, etc), shapes, primitive shapes, constraints, and meshes can be serialized to easily parsable XML data and then deserialized. Available serialization and deserialization allow you to save and load "on the fly" entire physics scenes.