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<pre style="font-family: courier, monospace; font-size: 10pt;">
<a name="l1"></a><span class=cF0>TempleOS has an advanced algorithm for integrating ordinary differential
<a name="l2"></a>equations suitable for use in video games. (Not scientific work.) It also has
<a name="l3"></a>some support for systems of masses and springs, to save you some work.
<a name="l4"></a>
<a name="l5"></a>See </span><a href="/Wb/Kernel/KernelA.HH#l251"><span class=cF4>CMathODE</span></a><span class=cF0> and </span><a href="/Wb/Adam/AMathODE.HC#l567"><span class=cF4>ODEsUpdate</span></a><span class=cF0> for an overview.
<a name="l6"></a>See </span><a href="/Wb/Adam/AMathODE.HC#l380"><span class=cF4>ODECallDerivative</span></a><span class=cF0> to see what support there is for masses and springs.
<a name="l7"></a>
<a name="l8"></a>See </span><a href="/Wb/Demo/Games/Whap.HC#l1"><span class=cF4>::/Demo/Games/Whap.HC</span></a><span class=cF0>, </span><a href="/Wb/Demo/Games/Rocket.HC#l1"><span class=cF4>::/Demo/Games/Rocket.HC</span></a><span class=cF0>, </span><a href="/Wb/Demo/Games/MassSpring.HC#l1"><span class=cF4>::/Demo/Games/MassSpring.HC</span></a><span class=cF0>, </span><span class=cF4>
<a name="l9"></a></span><a href="/Wb/Apps/Span/SpanMain.HC#l1"><span class=cF4>::/Apps/Span/SpanMain.HC</span></a><span class=cF0> or </span><a href="/Wb/Apps/X-Caliber/X-Caliber.HC#l1"><span class=cF4>::/Apps/X-Caliber/X-Caliber.HC</span></a><span class=cF0>.
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