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