Cannon.js vs Ammo.js

A technical comparison with interactive examples showing the real differences.

Cannon.js

Add realistic 3D physics — gravity, collisions, and constraints — to your web projects.

VS
🎬

Ammo.js

Full 3D physics in the browser — soft bodies, vehicles, and everything the Bullet engine can do.

Quick Verdict

Ammo.js is a port of the Bullet physics engine — more features (soft bodies, vehicles) but much larger and harder to learn. Both are legacy compared to Rapier. Cannon-es is the lighter, easier option.

Bundle Size Comparison

What ships to your users' browsers (gzipped)

Anime.js
~17kb
GSAP Core
~23kb
GSAP + Plugins
~60kb+

GSAP's power comes with extra weight. Anime.js is leaner but lacks advanced plugins like ScrollTrigger.

Performance Stress Test

See how each library handles increasing element counts in real-time

10 (light) 250 (moderate) 500 (heavy)
Cannon.js
Ammo.js
📊

Result:

Technical Capabilities

Capability Cannon.js Ammo.js
Timeline API gsap.timeline() — advanced, chainable anime.timeline() — functional, explicit
Stagger Syntax Direct property: stagger: 0.1 Function: delay: anime.stagger(100)
Duration Units Seconds (1 = 1s) Milliseconds (1000 = 1s)
From Animations gsap.from() — animate FROM values Array syntax: [from, to]
Easing power1-4, elastic, bounce, custom easeIn/Out/InOut variants
SVG Animation Via plugins (MorphSVG, DrawSVG) Built-in path morphing
Scroll Integration ScrollTrigger plugin — powerful Manual with Intersection Observer
Playback Control play, pause, reverse, seek, timeScale play, pause, reverse, seek

Which Library Fits Your Project?

Answer a few questions to get a personalized recommendation

Complete!

🎯 Recommendation:

Bottom Line

Cannon.js is the go-to for complex, production-grade animations with its powerful timeline and plugin ecosystem. Ammo.js is ideal when you want a lightweight, straightforward approach with less boilerplate.

Both are excellent. Your choice depends on project complexity and bundle size constraints.