// the find
anuraghazra/Verly.js
:red_circle::wavy_dash::large_blue_circle::wavy_dash::black_circle: Easy to integrate Verlet physics engine. :link:
A small 2D Verlet integration physics engine for canvas — points, sticks, and prebuilt shapes (box, hexagon, cloth, rope, ragdoll) you can drop into a `<canvas>` project. Aimed at people doing creative-coding/visual effects rather than anyone building an actual game with collision needs.
The primitive set is genuinely useful out of the box — cloth, rope, and ragdoll constructors save you from writing constraint code yourself, and the examples (ship, swinging text, typography) show it's actually been used for non-trivial effects, not just toy demos. JSDoc-generated API docs are real and browsable. No dependencies — it's a self-contained canvas 2D engine you can load via a single script tag.
No npm package — installation is 'git clone' or a jsDelivr CDN link pinned to an old bundled version (v1.4.0), so there's no clean way to pull it into a modern bundler-based project without manually building. Test coverage is two spec files (Utils, Vector) — the actual physics/constraint solver (Point, Stick, Entity, AngleStick) has zero tests. No TypeScript definitions, and the 'React integration' is a single CodeSandbox marked experimental, not a supported path. Single maintainer, side-project framing ('yet another physics engine because I love physics'), and no CI workflow visible, so bug fixes and version bumps depend entirely on one person's spare time.