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  1. ODE for Space Physics
  2. Collision Slide Effect for 3DS Objects
  3. ODE Space Physics
  4. Triangulation algorithm
  5. Converting From ODE to Newton
  6. Body movement
  7. car racer
  8. Transforming planes using matrices
  9. Nearest Power of 2 quickly
  10. Challenge: NextPower2 for LongInt
  11. Fast Normalisation
  12. Challenge: PointInRect and RectInRect
  13. Line Intersecting a rectangle.
  14. OBB collision detection
  15. Vector intersecting an arc.
  16. How physics engines calculate physics ?
  17. Raytracing steps
  18. Aircraft physics
  19. Quaternion based camera
  20. Matrix rotation with offset
  21. Translating heavy math code from c/c++ to pascal [ Award!! ]
  22. 3rd person view to 1st person view calculations
  23. Car: Torque curve
  24. Fixed point math
  25. Newton Terrain Physics
  26. Mapping Points, Zones, etc on a Sphere
  27. New kid on the block - Bullet Physics...
  28. ODE, Basic start on Linux with Lazarus
  29. Collision detection help
  30. Physics and Math (not advanced)
  31. Newton again...
  32. Questions about face normals and the crossproduct
  33. Matrix tester/applet
  34. Determining hit angles, etcetera
  35. Translated 2d Ball collision code problem
  36. Advanced procedural level generation
  37. How to detect an intersection between two lines?
  38. Bezier curves
  39. Bullet physics for Pascal?
  40. Sprite rotation, math problem
  41. Box2d wrapper for Pascal?
  42. Physically correct destructible objects
  43. Ray-plane collision
  44. MeshinMesh
  45. Pascal Chipmunk Physics port
  46. remainder of division by zero and infinity??
  47. Detection of compression algorithm, how?
  48. Adding over boundaries
  49. 3d Engine Collision
  50. 2D Overhead Pedestrian Direction
  51. Point to Line Collision response and Mass (Verlet)
  52. Vector Reflection - Still having problems
  53. Canon or Tanks Games
  54. How to render billboards in "local space"
  55. A Verlet based approach for 2D game physics
  56. Poly->Poly Collision Challenge
  57. Spline Demo!
  58. 3D math functions
  59. OpenGL 3.x Rotation Problem
  60. Simplest flight simulation maths
  61. Usefull matrix & quaternion FAQ
  62. Calculate points in an arc
  63. Circle vs pie segment collision detection
  64. Irrlicht and Newton ConvexHull
  65. 2 spheres with mass collide
  66. Simulate Excel's Ceiling function in Delphi?
  67. Compute closest point on spline
  68. Expression to ASM
  69. Simple Chipmunk Physics
  70. Ragdoll physics, line vs polygon testing
  71. Trouble porting liquid simulation to Pascal - AARRGGHH!
  72. Physics engines
  73. Network physics
  74. Direction between 2 Vectors
  75. Does PhysX use one or two stage physics calculation?
  76. Chinese tinyde Physics
  77. Ray and convex polygon intersection
  78. mvNoise, Perlin noise - problem
  79. Box2D bindings?
  80. Procedural world generation - ground and traps seems to not generating.
  81. Some gravity particles
  82. Is there good 2d physics library with pascal bindings?
  83. Weird problems with collision in Super Heli Land
  84. Simplest 3D physics engine for Delphi, what to choose?
  85. 2d animation
  86. Walking with physics
  87. fill area with cubes
  88. Centripetal Catmul-Rom spline curve implementation example & demo
  89. Waiting for Delphi bindings for physx
  90. Point-Line/Polygon collision problem