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To prevent the bodies overlapping you can try some or all of these approaches:
increase engine.positionIterations and engine.velocityIterations
use a fixed timestep for Engine.update (you can do this in Matter.Runner options too)
use a smaller timestep and multiple iterations of Engine.update per-step
keep mass values in a tighter range
As for issues with high speed collisions, as @bouraqadi mentioned please refer to discussion in #5 which presents some ways to avoid this until CCD is completed.
How can I stop my bodies from squishing/clipping into each other like here?
It occurs most often when an object is travelling at high speeds or a lot of objects are falling onto each other.
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