Physics The integration of the Box2D physics library into GameMaker:Studio means that you can now take control over all aspects of the physical behavior of objects within your game world, particularly collisions and object interaction. The "traditional" collision system (which GameMaker:Studio defaults to) is a "reactive" system, where you check for a collision based on bounding box overlaps (or even pixel to pixel overlaps) and then react to that collision with codes that you place in individual objects. This is fine for simple games, but when you have a large number of objects and have to code how they all react to different situations in the game world, it quickly becomes obvious that this system is just not enough! That's when you have to turn to the GameMaker:Studio physics system! The physics system works in a very different way to normal collisions. It is more of a "passive" system where you define a series of properties for your objects in the game world, as well as the properties of the game world itself, before any collisions or interactions occur. These coded "rules" will then govern the way everything in your game world interacts. In this way, with a few simple codes and the correct room setup, you can create very complex interactions between objects and the world which will occur and resolve without you having to code for every single possible outcome.
I firstly noticed that option while viewing the help documentation of HTML5, but the given functions like (physics_world_create) was not recognized by Game Maker HTML5.
I do know another engine to do physics name "Extreme Physics" but its not user-friendly and designed for GM8.
A question to the Developers of Game Maker and the users, Do you think that a built in Physics engine will be helpful?
I myself think that HTML5 should have a physics engine itself and not only Studio.