- Point-Line/Polygon collision problem (0 replies)
- Waiting for Delphi bindings for physx (1 replies)
- Centripetal Catmul-Rom spline curve implementation example & demo (5 replies)
- fill area with cubes (5 replies)
- Walking with physics (25 replies)
- 2d animation (4 replies)
- Simplest 3D physics engine for Delphi, what to choose? (5 replies)
- Weird problems with collision in Super Heli Land (15 replies)
- Is there good 2d physics library with pascal bindings? (7 replies)
- Some gravity particles (34 replies)
- Procedural world generation - ground and traps seems to not generating. (19 replies)
- Box2D bindings? (2 replies)
- mvNoise, Perlin noise - problem (22 replies)
- Ray and convex polygon intersection (13 replies)
- Chinese tinyde Physics (3 replies)
- Does PhysX use one or two stage physics calculation? (1 replies)
- Direction between 2 Vectors (17 replies)
- Network physics (1 replies)
- Physics engines (9 replies)
- Trouble porting liquid simulation to Pascal - AARRGGHH! (38 replies)
- Ragdoll physics, line vs polygon testing (9 replies)
- Simple Chipmunk Physics (11 replies)
- Expression to ASM (10 replies)
- Compute closest point on spline (1 replies)
- Simulate Excel's Ceiling function in Delphi? (4 replies)
- 2 spheres with mass collide (1 replies)
- Irrlicht and Newton ConvexHull (11 replies)
- Circle vs pie segment collision detection (20 replies)
- Calculate points in an arc (3 replies)
- Usefull matrix & quaternion FAQ (0 replies)
- Simplest flight simulation maths (9 replies)
- OpenGL 3.x Rotation Problem (55 replies)
- 3D math functions (4 replies)
- Spline Demo! (7 replies)
- Poly->Poly Collision Challenge (8 replies)
- A Verlet based approach for 2D game physics (2 replies)
- How to render billboards in "local space" (4 replies)
- Canon or Tanks Games (2 replies)
- Vector Reflection - Still having problems (4 replies)
- Point to Line Collision response and Mass (Verlet) (10 replies)
- 2D Overhead Pedestrian Direction (6 replies)
- 3d Engine Collision (54 replies)
- Adding over boundaries (9 replies)
- Detection of compression algorithm, how? (4 replies)
- remainder of division by zero and infinity?? (5 replies)
- Pascal Chipmunk Physics port (16 replies)
- MeshinMesh (14 replies)
- Ray-plane collision (7 replies)
- Physically correct destructible objects (4 replies)
- Box2d wrapper for Pascal? (8 replies)
- Sprite rotation, math problem (4 replies)
- Bullet physics for Pascal? (10 replies)
- Bezier curves (12 replies)
- How to detect an intersection between two lines? (14 replies)
- Advanced procedural level generation (12 replies)
- Translated 2d Ball collision code problem (2 replies)
- Determining hit angles, etcetera (1 replies)
- Matrix tester/applet (0 replies)
- Questions about face normals and the crossproduct (3 replies)
- Newton again... (6 replies)
- Physics and Math (not advanced) (19 replies)
- Collision detection help (18 replies)
- ODE, Basic start on Linux with Lazarus (7 replies)
- New kid on the block - Bullet Physics... (4 replies)
- Mapping Points, Zones, etc on a Sphere (14 replies)
- Newton Terrain Physics (15 replies)
- Fixed point math (19 replies)
- Car: Torque curve (3 replies)
- 3rd person view to 1st person view calculations (3 replies)
- Translating heavy math code from c/c++ to pascal [ Award!! ] (27 replies)
- Matrix rotation with offset (5 replies)
- Quaternion based camera (7 replies)
- Aircraft physics (5 replies)
- Raytracing steps (24 replies)
- How physics engines calculate physics ? (6 replies)
- Vector intersecting an arc. (5 replies)
- OBB collision detection (5 replies)
- Line Intersecting a rectangle. (3 replies)
- Challenge: PointInRect and RectInRect (13 replies)
- Fast Normalisation (7 replies)
- Challenge: NextPower2 for LongInt (8 replies)
- Nearest Power of 2 quickly (34 replies)
- Transforming planes using matrices (6 replies)
- car racer (6 replies)
- Body movement (3 replies)
- Converting From ODE to Newton (8 replies)
- Triangulation algorithm (7 replies)
- ODE Space Physics (4 replies)
- Collision Slide Effect for 3DS Objects (24 replies)
- ODE for Space Physics (16 replies)