How Collision Physics Work in Frenzy Ball
Every bounce in Frenzy Ball is a math problem solved sixty times per second. You do not need a physics degree to enjoy matches — but understanding collisions helps you tune wilder simulations.
Rigid bodies in plain language
Boots, balls, marbles, and walls are rigid bodies: shapes with position, velocity, mass, and rotation. The engine steps forward in small time slices. After each step, it detects overlapping shapes and applies impulses to separate them while conserving (or adjusting) energy.
Restitution: the bounce slider
Restitution ranges from 0 (no bounce) to 1 (perfect elastic bounce). Footballs in Frenzy Ball use moderate restitution so headers and volleys feel lively without endless ping-pong. Raise it in settings and posts become dangerous — shots that should die in the net rebound back into play.
Friction and sliding
Friction slows tangential motion when objects touch. Low friction boots slide after tackles, creating space. High friction grips the floor — useful in Wrestling Royale where ring positioning matters. Marble Race uses tuned friction so balls roll but do not stick on slopes.
Collision filtering
Not every object collides with every other. Goal sensors detect scoring without blocking play. Pickups use trigger zones. Walls belong to categories that balls bounce off but cameras ignore. These filters prevent glitches like boots stuck inside nets.
Continuous vs. discrete detection
Fast objects can tunnel through thin walls if time steps are too large. We cap velocities and use conservative wall thickness in Circle Clash so balls do not escape the arena. Tunneling bugs are the classic physics-engine headache — fixing them is ongoing work.
Angular momentum
Off-centre hits spin the ball. Spin affects subsequent ground bounces — a rolling ball curves slightly on contact. Arena Fight saw pickups add effective radius, changing which collision manifold applies first when two fighters overlap.
Stability vs. spectacle
Extreme settings stress the solver. Too many high-speed bodies in one pile can jitter. We clamp forces and use sleep states for resting objects to save CPU. On mobile, fewer trail particles and lower DPR keep the solver stable.
Experiments to try
- Max restitution + long Pitch match = goalkeeper nightmares
- Low friction + fast boots = slide tackles across half the pitch
- Team Race with many marbles = bottleneck jams at the first obstacle
Further reading
Matter.js documentation explains engines and constraints in depth. Our how to play guide covers player-facing settings. For mode-specific behaviour, see the game modes page.