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  1. Point-Line/Polygon collision problem (0 replies)
  2. Waiting for Delphi bindings for physx (1 replies)
  3. Centripetal Catmul-Rom spline curve implementation example & demo (5 replies)
  4. fill area with cubes (5 replies)
  5. Walking with physics (25 replies)
  6. 2d animation (4 replies)
  7. Simplest 3D physics engine for Delphi, what to choose? (5 replies)
  8. Weird problems with collision in Super Heli Land (15 replies)
  9. Is there good 2d physics library with pascal bindings? (7 replies)
  10. Some gravity particles (34 replies)
  11. Procedural world generation - ground and traps seems to not generating. (19 replies)
  12. Box2D bindings? (2 replies)
  13. mvNoise, Perlin noise - problem (22 replies)
  14. Ray and convex polygon intersection (13 replies)
  15. Chinese tinyde Physics (3 replies)
  16. Does PhysX use one or two stage physics calculation? (1 replies)
  17. Direction between 2 Vectors (17 replies)
  18. Network physics (1 replies)
  19. Physics engines (9 replies)
  20. Trouble porting liquid simulation to Pascal - AARRGGHH! (38 replies)
  21. Ragdoll physics, line vs polygon testing (9 replies)
  22. Simple Chipmunk Physics (11 replies)
  23. Expression to ASM (10 replies)
  24. Compute closest point on spline (1 replies)
  25. Simulate Excel's Ceiling function in Delphi? (4 replies)
  26. 2 spheres with mass collide (1 replies)
  27. Irrlicht and Newton ConvexHull (11 replies)
  28. Circle vs pie segment collision detection (20 replies)
  29. Calculate points in an arc (3 replies)
  30. Usefull matrix & quaternion FAQ (0 replies)
  31. Simplest flight simulation maths (9 replies)
  32. OpenGL 3.x Rotation Problem (55 replies)
  33. 3D math functions (4 replies)
  34. Spline Demo! (7 replies)
  35. Poly->Poly Collision Challenge (8 replies)
  36. A Verlet based approach for 2D game physics (2 replies)
  37. How to render billboards in "local space" (4 replies)
  38. Canon or Tanks Games (2 replies)
  39. Vector Reflection - Still having problems (4 replies)
  40. Point to Line Collision response and Mass (Verlet) (10 replies)
  41. 2D Overhead Pedestrian Direction (6 replies)
  42. 3d Engine Collision (54 replies)
  43. Adding over boundaries (9 replies)
  44. Detection of compression algorithm, how? (4 replies)
  45. remainder of division by zero and infinity?? (5 replies)
  46. Pascal Chipmunk Physics port (16 replies)
  47. MeshinMesh (14 replies)
  48. Ray-plane collision (7 replies)
  49. Physically correct destructible objects (4 replies)
  50. Box2d wrapper for Pascal? (8 replies)
  51. Sprite rotation, math problem (4 replies)
  52. Bullet physics for Pascal? (10 replies)
  53. Bezier curves (12 replies)
  54. How to detect an intersection between two lines? (14 replies)
  55. Advanced procedural level generation (12 replies)
  56. Translated 2d Ball collision code problem (2 replies)
  57. Determining hit angles, etcetera (1 replies)
  58. Matrix tester/applet (0 replies)
  59. Questions about face normals and the crossproduct (3 replies)
  60. Newton again... (6 replies)
  61. Physics and Math (not advanced) (19 replies)
  62. Collision detection help (18 replies)
  63. ODE, Basic start on Linux with Lazarus (7 replies)
  64. New kid on the block - Bullet Physics... (4 replies)
  65. Mapping Points, Zones, etc on a Sphere (14 replies)
  66. Newton Terrain Physics (15 replies)
  67. Fixed point math (19 replies)
  68. Car: Torque curve (3 replies)
  69. 3rd person view to 1st person view calculations (3 replies)
  70. Translating heavy math code from c/c++ to pascal [ Award!! ] (27 replies)
  71. Matrix rotation with offset (5 replies)
  72. Quaternion based camera (7 replies)
  73. Aircraft physics (5 replies)
  74. Raytracing steps (24 replies)
  75. How physics engines calculate physics ? (6 replies)
  76. Vector intersecting an arc. (5 replies)
  77. OBB collision detection (5 replies)
  78. Line Intersecting a rectangle. (3 replies)
  79. Challenge: PointInRect and RectInRect (13 replies)
  80. Fast Normalisation (7 replies)
  81. Challenge: NextPower2 for LongInt (8 replies)
  82. Nearest Power of 2 quickly (34 replies)
  83. Transforming planes using matrices (6 replies)
  84. car racer (6 replies)
  85. Body movement (3 replies)
  86. Converting From ODE to Newton (8 replies)
  87. Triangulation algorithm (7 replies)
  88. ODE Space Physics (4 replies)
  89. Collision Slide Effect for 3DS Objects (24 replies)
  90. ODE for Space Physics (16 replies)