- Help in physics!
- triangle to plane
- Y-Up to Z-Up
- New Collision Idea
- Random Number Generator
- Separating axis test
- Pros , Please help me on DIP(Double Inverted Pendulum)
- 2d collision / Separating Axis Theorem
- Looking for a library
- AABB to plane collision.
- Sierpinsky Triangle Fractal ....Not too fractal
- Sampling and reconstruction (sinc, box)
- Surface Normals
- How to calculate Eigenvalues and vectors?
- tangent space normal map generation
- Coordinate System for Curves
- Finding Eigen Value
- IK CCD Problem
- Torque shoots up the Car
- Ease In / Ease Out Algorithm
- Understanding IIR
- 3D collisions of hard spheres with varying mass and radius with gravity
- Curve a line to reach desired distance fom its base?
- Affine matrix for screen to texture mapping
- Calculating engine torque curves
- collision normal: rotating obb and particle
- PhysX charactercontrol
- Setting an orientation roll angle to zero
- How to learn mathematical terminology and symbols?
- hypot()-like function but for 3 components
- Finding Affine Transformations
- A great site for learning math
- Normalizing vectors with very small components.
- finding a set of three mutually perpendicular vectors.
- Endian-ness of IEEE floating-point hacks
- Adding Control Points to lengthen a NURBS curve
- loading a mesh thats the terrian but how...
- warp removal?
- "Parametric trilinear transformation"
- Quaternion Rotations
- Closest point on a quad
- changing vertex buffer values after locking
- camera position, rotation mirror
- Computing an objects transformation matrix from intersecting pixel coordinates
- Pre Search root
- Stable Spring Physics
- fitting SOMETHING through a sequence of values
- OBB Collision Detection & Reaction with Rotation...
- Semi lagrangian advection in fluid simulation
- Rigid Body Dynamics
- ray distance to plane
- Help with building an ARC on a 2D Screen space in X,Y locs?
- Help with pod racer motion and steering
- Particle-Particle Simulation: Magnetic/Electric Fields & N-body Orbitals
- sort 4 elements with 3 comparisons (not a homework question)
- algorithm for alpha shape / crust
- Curves! Lagrange und Bézier
- Regression curve through a set of points
- Can you recommend a MATHS PRIMER type book?
- calculate visible horizontal plane in viewport?
- velocity issues with gravity and player
- ATV/quad math and physics model
- collision
- spherical triangles
- animation math algorithm
- 3D Motion Simulation
- calculating uv coordinate inside triangle
- "accumulating" world transformations
- How to mathematically drop fractional part of a value
- vector maths
- Verlet rope wraping around a point help
- Curve interpolation or smoothing
- fast alternative to sin/cos/tan
- Color conversions
- 2d physics model - orthogonal or vector?
- Using strings for math functions
- Approximating randoms
- Plotting the course of a spaceship
- how do you find the n'th digit in a quotient of division
- Harinath
- Collision over network
- Shortest Directed Distance between two 3D Triangles?
- Rotate Axis to surface normal
- Lin. interpolation of unit vectors = unit vector?
- Vector intersecting triangle
- Sphere
- Detect Winding Rule
- octree cube view frustrum
- Can anyone with math skills that don't suck like mine, solve this?
- Fighting
- smoothen cube texture edges
- Parallel line
- Array of points within an ellipse
- Angle between 2 objects eg.
- Gravity center physics
- Finding contact point in GJK-based collision detection
- Simple Ball Bounce [Help Needed]
- Total amount of revolutions in a rotation
- Compute Angle to rotate
- Determining Orbit Location
- Question about RayCasting
- 3D vector, 4D homogenous vector or both?
- moving a 3d object towards another
- Vector as linear comb. of vectors from same plane?
- Direction in DirectX
- Separating Axis Theorem
- Stuck with rotating a object with the camera , Directx
- Floating point question
- Projectile help
- How can I speed up the following swept test for two 2D OBBs?
- Swept circle circle intersection test isn't working correctly.
- Projectile Range
- BSP Collision