Quadtree for terrain generation
An approach to terrain generation by using level of detail division via a quadtree, and rendering each node as a plane mesh offseted with a heightmap.
Arithmetic interpreter
An arithmetic interpreter implemented using the Shunting-Yard algorithm. Capable of handling plenty of unary and binary operators, variables, lambdas and one parameter functions.
Collision detection
A series of projects starting at computation of bounding volumes and conlcluding with a very simple collision detection system.