- Creating gimbel lock
- Lines
- Billboarding
- proof for cartesian product of two sets
- what does represent quaternions addition?
- Is there gravity in the process of falling body?
- A new theory of time-space
- Simulating isometric engine in 3d
- Beginning math and physics for game programmers.
- help to find the adequate formula
- can you solve this pls???
- new theory of time-space: revolution in physics 1
- Scene Graphs and Constrained Physics
- What kind of math
- math books
- Button Bashers...
- Complex numbers
- Input Tweening
- Probabilities and independence
- is my proof correct
- implementation of Bayes law(probabilities)
- combinations
- Detecting if n is of the form a^b
- 2 = 1
- polygon math
- Good water physics engine
- Simultaneous Colliding Contact
- Mouse -> Ray
- Paid Programmer Contract work
- Simulating the "bounce"
- Game Theory
- Flight simulator
- gimble lock
- Please help me find a simple formula to...
- Camera (View) Matrix - Help
- Probabilities
- Axis to Angles
- Mathematical Physics Equations
- World of Mathematical Equations
- physics engine
- Extracting viewing direction..
- sep axis theorem & collision response
- 2D rectangle circle collision
- slot machine physics
- Constant speed following bezier curve
- Choosing Rotation methods for Planes...
- Gauss-Seidel Initial Guess
- Soccer (Football) Simulation Mathematics
- vector | matrix | character animation
- volume of revolution
- Transformation matrix
- BSplines
- Intersecting hull
- Rotation around specified point
- Tangent space matrix
- D3DXVec3TransformCoordArray
- Writing a pendulum simulation - ideas and comments please
- Screen Resolution calculus
- Creating a path for an object walks
- Help Planes & Angles
- Proximity Algorithm
- Approximation of vector normalization
- Novodex Pendulum simulation instability
- Physics or no physics to achieve this effect?
- Rotation and Vectors. HELP PLZ!
- Point Vs Triangle ?
- Rotating around a Pivotpoint with Quaternions
- calculating shadow quad
- Hierachical rotations (Skeleton) using Quaternions, ARGH!
- Calculating percentage location in a normalized set of data
- BSP Collision detection
- soccer game
- How to simulate wind?
- Best fit (Matrix solver)
- elliptic paraboloid
- Robust and simple Inverse Kinematics (IK)
- Character's movement mechanism
- A few questions on using quaternions
- A new Physics Engine demonstrations tool..
- How 2 quickly calculate normals for deforming objects
- Point sets
- Novodex Raycastin Woe's
- Pro and Cons about ODE and Newton Game Dynamics!
- Hashing for int tuple matching
- "Sliding" Collision
- Physics & Scene Management with DirectX
- determinant of the sylvester-matrix
- Angular Velocity
- transforming vector 'p' to vector 'q'
- Extract Yaw angle from Matrix
- How do I solve this equation...
- Need help in DarkBASIC for perfect collision in a FPS Game
- Voronoi diagrams
- Distribution of random
- Making objects rotate towards a targeted coordinate.
- Help with -simple- math/physics problem?
- Need some C coding help with matrix math
- OBB vs World
- Bit Length to Mask Transform
- collision frustration help! (closest triangle)
- getting the closest triangle from triangle list
- Car physics for 2d Game
- Storm lightning...
- How to begin Collision Test?
- Calculating Half-Width of an OBB
- ode
- Transforming an ellipse..
- Sign of affine transform determinant?
- The Ultimate Fast Absolute Value
- The Ultimate Fast Interger Square Root
- Rigid body dynamics
- simle quaternion camera
- Need an object to object collision detection SDK
- Newbie Question about Phyiscs Engines
- about Triangulated Irregular Networks generation algorithm
- point in polygon test
- Two Collision Questions (Ellipse and Triangle)
- Transform Matrix from 3ds max to right-handed
- convex concave test
- Polar function ray intersection?
- Convert double to float
- CluCalc
- physics of explosions
- Average direction vector
- 3D Stereo image pair (cross -eyed)
- Screen Space to World Space
- car physics
- Extract euler from rotation matrix
- Help! Coupled PDE for double pendulum.
- forward from matrix
- Physics =/
- How to find minimum distance
- Camera rotation?
- forward vector
- Inverse Kinematics Library for C#
- Vectors on plane to 2D
- 3D collision
- Terrain Editor - Physics related problems.
- Finding closest point on mesh
- Balance a quadtree
- physics
- (2d rigid body) erratic collision response
- space shuttle simulation
- Gravity in a Ray Tracer?
- Finally ODE Trimesh-Trimesh Collision works!!
- 3D Vector Point Calculation
- simulating a weld (2d rigid body)
- Monstrous Car Physics
- Rigid Body OBB
- Convex Polygon Surface Mapping
- coldet
- Math in real time.
- Complex Ray Tracing
- C2 Spline Interpolation
- unknow z coordinate calculation
- Beginner Help Required... C# physics engine.. (Urgent!!!)
- N-Dimensional Perspective Transformation
- A camera that orbits around a mesh while matching its "roll"
- Velocity from 2 Transformation Matrix?
- Movement on an angle??
- Camera maths
- Left-Handed To Right-Handed
- OpenGL and Projection
- How to stop objects passing through each other?
- optimized arbitrary matrix-math library
- Area of a quadrilateral
- usable physics
- Multiplying Two Homogenous Matrices, what is the Quat Equiv?
- Quaternion camera rotate by mouse?
- Getting the angle to fire at a player
- Extrapolating curves from a set of points
- Force Vector, constant velocity?
- Rigid Body Physics
- ODE.Net rotation
- Quat Slerp and Position Lerp?
- How to count "rotations"?
- center of a cylinder
- box tri intersect
- Nyquist Theorem Oddity
- fastest ray triangle intersection test
- conversion of 10-digital id to 8-digital id
- Newton problem
- Unusual curve format
- Completely puzzled in rotation matrix w/ axis-angle operations
- Got a silly problem about Novodex
- Exporting objects from 3ds Max
- uniform random point inside circle
- Finding length of a curve
- random vector on plane
- [help] fast intersection calculation between bezier curves & rectangle
- Trying to understand a few equations
- distance to 3d line
- Finding outward face normals
- genetic algorithm
- [Physics]Basic game collision-PhysX
- Does Maya use Hermitian curves?
- Sort 5 objects with 7 comparisons
- Finding out a rotation matrix between two vectors
- Trampoline
- Extracting angles
- Scalar Fields
- Rotation around a vector
- Normalizing the sum of two vectors without using a square root
- AABB collision
- uniform random point inside a triangle
- PhysX triggers with triangle meshes?
- Scraping off the rust: rigid body physics.
- Point Lies on Edge or not
- Which trig function is fastest to compute?
- Graph teory : matrix of a tree ??
- 4x4 Matrix Inverse
- help with solving nonlinear ode
- ellipsoid radius
- Win/loss ranking
- Algorithm for Best Amortization Order
- ODE character movement
- 2D Rollercoaster multiple cars?
- Fitting triangles
- tri - aabb with intersected faces.
- kd-tree intersection / traversal (picture included)
- Geomeric Algebra books?
- Normal of an ellipsoid
- SAT collision not working
- 2D Collision Detection
- coplanar planes
- 2 plane intersection
- Little dotproduct issue
- Calculate the slope of a triangle?
- Sigma Notation Question
- Calculate transformed area of mesh?
- Per-Polygon Collision Detection
- Converting a world point to a tangent basis
- Multiple DirectX Rotations
- Need Help Finding Vol. by Revolving Around a Region...
- Verlet Integration 2d - Collision Handling - C++
- Help me solve Int of ((6x^2+1)/(8x^3+4x))dx
- Need some help with some math
- Just about no math background and need to learn some more!
- The biggest problems in implementing physics to your game(s) - Help me with my thesis
- data storage for lots of points
- Plane Triangle intersection
- Fixed-point Inverse Sqrt
- Representing a racetrack in 2D form
- Skeletal animation and Robotics
- triangle UV/texel aspect ratio
- Where Can I learn Trig Online?
- Animating with Keys and Curves
- Coordinate Mapping
- Eigen thingys and volumes
- Type of Physics Engine?
