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Nic Raboy of Polyglot Developer writes: "I recently wrote about handling collisions in a Phaser 3.x game. In this previous tutorial titled, Handle Collisions Between Sprites in Phaser with Arcade Physics, the focus was around the arcade physics engine that Phaser integrates with.

While you should use the arcade physics engine whenever possible, due to its speed and efficiency, sometimes working with box and circle physics bodies isn’t enough.

This is where Matter.js comes in!

Matter.js is another supported physics engine in Phaser 3.x and while it offers quite a bit of functionality that arcade physics doesn’t offer, it also offers custom polygon physics bodies.

In this tutorial, we’re going to explore collisions once more in a Phaser game, but this time with Matter.js and more refined boundaries."

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