diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c
deleted file mode 100644
index 87316a981..000000000
--- a/examples/physics_basic_rigidbody.c
+++ /dev/null
@@ -1,135 +0,0 @@
-/*******************************************************************************************
-*
-*   raylib [physac] example - Basic rigidbody
-*
-*   This example has been created using raylib 1.5 (www.raylib.com)
-*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-*   NOTE:
-*   Physac requires multi-threading, when InitPhysics() a second thread is created to manage
-*   physics calculations. To accomplish that, physac uses pthread Win32 library that can be
-*   found inside raylib/src/external/pthread directory. 
-*
-*   Add pthread library when compiling physac example:
-*   gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \
-*   -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall
-*
-*   Note that pthreadGC2.dll must be also copied to project directory!
-*
-*   Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define PHYSAC_IMPLEMENTATION
-#include "physac.h"
-
-#define MOVE_VELOCITY    5
-#define JUMP_VELOCITY    30
-
-int main()
-{
-    // Initialization
-    //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
-
-    InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
-    InitPhysics((Vector2){ 0.0f, -9.81f/2 });      // Initialize physics module
-    
-    // Debug variables
-    bool isDebug = false;
-    
-    // Create rectangle physic object
-    PhysicBody rectangle = CreatePhysicBody((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
-    rectangle->rigidbody.enabled = true;       // Enable physic object rigidbody behaviour
-    rectangle->rigidbody.applyGravity = true;
-    rectangle->rigidbody.friction = 0.1f;
-    rectangle->rigidbody.bounciness = 6.0f;
-    
-    // Create square physic object
-    PhysicBody square = CreatePhysicBody((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
-    square->rigidbody.enabled = true;      // Enable physic object rigidbody behaviour
-    square->rigidbody.applyGravity = true;
-    square->rigidbody.friction = 0.1f;
-    
-    // Create walls physic objects
-    PhysicBody floor = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
-    PhysicBody leftWall = CreatePhysicBody((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
-    PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
-    PhysicBody roof = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
-    
-    // Create pplatform physic object
-    PhysicBody platform = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
-    
-    SetTargetFPS(60);
-    //--------------------------------------------------------------------------------------
-
-    // Main game loop
-    while (!WindowShouldClose())    // Detect window close button or ESC key
-    {
-        // Update
-        //----------------------------------------------------------------------------------        
-        // Check rectangle movement inputs
-        if (IsKeyPressed('W')) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
-        if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
-        else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
-        
-        // Check square movement inputs
-        if (IsKeyDown(KEY_UP) && square->rigidbody.isGrounded) square->rigidbody.velocity.y = JUMP_VELOCITY;
-        if (IsKeyDown(KEY_LEFT)) square->rigidbody.velocity.x = -MOVE_VELOCITY;
-        else if (IsKeyDown(KEY_RIGHT)) square->rigidbody.velocity.x = MOVE_VELOCITY;
-        
-        // Check debug switch input
-        if (IsKeyPressed('P')) isDebug = !isDebug;
-        //----------------------------------------------------------------------------------
-
-        // Draw
-        //----------------------------------------------------------------------------------
-        BeginDrawing();
-
-            ClearBackground(RAYWHITE);
-
-            // Draw floor, roof and walls rectangles
-            DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY);         // Convert transform values to rectangle data type variable
-            DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
-            DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
-            DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY);
-            
-            // Draw middle platform rectangle
-            DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
-            
-            // Draw physic objects
-            DrawRectangleRec(TransformToRectangle(rectangle->transform), RED);
-            DrawRectangleRec(TransformToRectangle(square->transform), BLUE);
-            
-            // Draw collider lines if debug is enabled
-            if (isDebug)
-            {
-                DrawRectangleLines(floor->collider.bounds.x, floor->collider.bounds.y, floor->collider.bounds.width, floor->collider.bounds.height, GREEN);
-                DrawRectangleLines(leftWall->collider.bounds.x, leftWall->collider.bounds.y, leftWall->collider.bounds.width, leftWall->collider.bounds.height, GREEN);
-                DrawRectangleLines(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN);
-                DrawRectangleLines(roof->collider.bounds.x, roof->collider.bounds.y, roof->collider.bounds.width, roof->collider.bounds.height, GREEN);
-                DrawRectangleLines(platform->collider.bounds.x, platform->collider.bounds.y, platform->collider.bounds.width, platform->collider.bounds.height, GREEN);
-                DrawRectangleLines(rectangle->collider.bounds.x, rectangle->collider.bounds.y, rectangle->collider.bounds.width, rectangle->collider.bounds.height, GREEN);
-                DrawRectangleLines(square->collider.bounds.x, square->collider.bounds.y, square->collider.bounds.width, square->collider.bounds.height, GREEN);
-            }
-            
-            // Draw help message
-            DrawText("Use WASD to move rectangle and ARROWS to move square", screenWidth/2 - MeasureText("Use WASD to move rectangle and ARROWS to move square", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
-
-            DrawFPS(10, 10);
-            
-        EndDrawing();
-        //----------------------------------------------------------------------------------
-    }
-
-    // De-Initialization
-    //--------------------------------------------------------------------------------------
-    ClosePhysics();       // Unitialize physics (including all loaded objects)
-    CloseWindow();        // Close window and OpenGL context
-    //--------------------------------------------------------------------------------------
-
-    return 0;
-}
\ No newline at end of file
diff --git a/examples/physics_basic_rigidbody.png b/examples/physics_basic_rigidbody.png
deleted file mode 100644
index 52f265acf..000000000
Binary files a/examples/physics_basic_rigidbody.png and /dev/null differ
diff --git a/examples/physics_forces.c b/examples/physics_forces.c
deleted file mode 100644
index e45cb44cc..000000000
--- a/examples/physics_forces.c
+++ /dev/null
@@ -1,193 +0,0 @@
-/*******************************************************************************************
-*
-*   raylib [physac] example - Forces
-*
-*   This example has been created using raylib 1.5 (www.raylib.com)
-*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-*   NOTE:
-*   Physac requires multi-threading, when InitPhysics() a second thread is created to manage
-*   physics calculations. To accomplish that, physac uses pthread Win32 library that can be
-*   found inside raylib/src/external/pthread directory. 
-*
-*   Add pthread library when compiling physac example:
-*   gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \
-*   -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall
-*
-*   Note that pthreadGC2.dll must be also copied to project directory!
-*
-*   Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define PHYSAC_IMPLEMENTATION
-#include "physac.h"
-
-#define FORCE_AMOUNT        5.0f
-#define FORCE_RADIUS        150
-#define LINE_LENGTH         75
-#define TRIANGLE_LENGTH     12
-
-int main()
-{
-    // Initialization
-    //--------------------------------------------------------------------------------------
-    int screenWidth = 800;
-    int screenHeight = 450;
-
-    InitWindow(screenWidth, screenHeight, "raylib [physac] example - forces");
-    InitPhysics((Vector2){ 0.0f, -9.81f/2 });      // Initialize physics module
-    
-    // Global variables
-    Vector2 mousePosition;
-    bool isDebug = false;
-    
-    // Create rectangle physic objects
-    PhysicBody rectangles[3];
-    for (int i = 0; i < 3; i++)
-    {
-        rectangles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 });
-        rectangles[i]->rigidbody.enabled = true;       // Enable physic object rigidbody behaviour
-        rectangles[i]->rigidbody.friction = 0.1f;
-    }
-    
-    // Create circles physic objects
-    // NOTE: when creating circle physic objects, transform.scale must be { 0, 0 } and object radius must be defined in collider.radius and use this value to draw the circle.
-    PhysicBody circles[3];
-    for (int i = 0; i < 3; i++)
-    {
-        circles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 });
-        circles[i]->rigidbody.enabled = true;       // Enable physic object rigidbody behaviour
-        circles[i]->rigidbody.friction = 0.1f;
-        circles[i]->collider.type = COLLIDER_CIRCLE;
-        circles[i]->collider.radius = 25;
-    }
-    
-    // Create walls physic objects
-    PhysicBody leftWall = CreatePhysicBody((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
-    PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
-    PhysicBody topWall = CreatePhysicBody((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
-    PhysicBody bottomWall = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
-    
-    SetTargetFPS(60);
-    //--------------------------------------------------------------------------------------
-
-    // Main game loop
-    while (!WindowShouldClose())    // Detect window close button or ESC key
-    {
-        // Update
-        //----------------------------------------------------------------------------------
-        
-        // Update mouse position value
-        mousePosition = GetMousePosition();
-        
-        // Check force input
-        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ApplyForceAtPosition(mousePosition, FORCE_AMOUNT, FORCE_RADIUS);
-        
-        // Check reset input
-        if (IsKeyPressed('R'))
-        {
-            // Reset rectangle physic objects positions
-            for (int i = 0; i < 3; i++)
-            {
-                rectangles[i]->transform.position = (Vector2){ screenWidth/4*(i+1) - rectangles[i]->transform.scale.x/2, (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) - rectangles[i]->transform.scale.y/2 };
-                rectangles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
-            }
-            
-            // Reset circles physic objects positions
-            for (int i = 0; i < 3; i++)
-            {
-                circles[i]->transform.position = (Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) };
-                circles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
-            }
-        }
-        
-        // Check debug switch input
-        if (IsKeyPressed('P')) isDebug = !isDebug;
-        //----------------------------------------------------------------------------------
-
-        // Draw
-        //----------------------------------------------------------------------------------
-        BeginDrawing();
-
-            ClearBackground(RAYWHITE);
-
-            // Draw rectangles
-            for (int i = 0; i < 3; i++)
-            {
-                // Convert transform values to rectangle data type variable
-                DrawRectangleRec(TransformToRectangle(rectangles[i]->transform), RED);
-                if (isDebug) DrawRectangleLines(rectangles[i]->collider.bounds.x, rectangles[i]->collider.bounds.y, rectangles[i]->collider.bounds.width, rectangles[i]->collider.bounds.height, GREEN);
-
-                // Draw force radius
-                DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
-                
-                // Draw direction lines
-                if (CheckCollisionPointCircle((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }, mousePosition, FORCE_RADIUS))
-                {
-                    Vector2 direction = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 - mousePosition.x, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 - mousePosition.y };
-                    float angle = atan2l(direction.y, direction.x);
-                    
-                    // Calculate arrow start and end positions
-                    Vector2 startPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 };
-                    Vector2 endPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 + (cos(angle)*LINE_LENGTH), rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 + (sin(angle)*LINE_LENGTH) };
-                    
-                    // Draw arrow line
-                    DrawLineV(startPosition, endPosition, BLACK);
-                    
-                    // Draw arrow triangle
-                    DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
-                                      (Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
-                                      (Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
-                }
-            }
-            
-            // Draw circles
-            for (int i = 0; i < 3; i++)
-            {
-                DrawCircleV(circles[i]->transform.position, circles[i]->collider.radius, BLUE);
-                if (isDebug) DrawCircleLines(circles[i]->transform.position.x, circles[i]->transform.position.y, circles[i]->collider.radius, GREEN);
-
-                // Draw force radius
-                DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
-                
-                // Draw direction lines
-                if (CheckCollisionPointCircle((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, mousePosition, FORCE_RADIUS))
-                {
-                    Vector2 direction = { circles[i]->transform.position.x - mousePosition.x, circles[i]->transform.position.y - mousePosition.y };
-                    float angle = atan2l(direction.y, direction.x);
-                    
-                    // Calculate arrow start and end positions
-                    Vector2 startPosition = { circles[i]->transform.position.x, circles[i]->transform.position.y };
-                    Vector2 endPosition = { circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) };
-                    
-                    // Draw arrow line
-                    DrawLineV(startPosition, endPosition, BLACK);
-                    
-                    // Draw arrow triangle
-                    DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
-                                      (Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
-                                      (Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
-                }
-            }
-            
-            // Draw help messages
-            DrawText("Use LEFT MOUSE BUTTON to apply a force", screenWidth/2 - MeasureText("Use LEFT MOUSE BUTTON to apply a force", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
-            DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY);
-            
-            DrawFPS(10, 10);
-
-        EndDrawing();
-        //----------------------------------------------------------------------------------
-    }
-
-    // De-Initialization
-    //--------------------------------------------------------------------------------------
-    ClosePhysics();       // Unitialize physics module
-    CloseWindow();        // Close window and OpenGL context
-    //--------------------------------------------------------------------------------------
-
-    return 0;
-}
\ No newline at end of file
diff --git a/examples/physics_forces.png b/examples/physics_forces.png
deleted file mode 100644
index 832bdbd9e..000000000
Binary files a/examples/physics_forces.png and /dev/null differ