On Wednesday, 5 December 2018 at 10:52:44 UTC, Guillaume Piolat
wrote:
On Wednesday, 5 December 2018 at 01:57:53 UTC, evilrat wrote:
On Tuesday, 4 December 2018 at 20:41:54 UTC, Guillaume Piolat
wrote:
On Tuesday, 4 December 2018 at 20:33:07 UTC, John Burton
wrote:
What is the best alternative for D, assuming there is
anything?
(I want vector, matrix math for use in D3, things like
inverting a matrix, getting perspective matrices etc)
I can program something myself if necessary but I'd prefer
notto
You have the choice between the following packages:
- dlib
- gfm:math
- gl3n
I was using gl3n then switched to gfm math. Try gfm, IIRC it
should work without much PITA because it stores matrices
row-major way, so you don't have to transpose it like with
OpenGL. Can't say anything about dlib though, I tried it a bit
with dagon engine, but just didn't stick for long.
I think you are mistaken, gfm:math also stores matrices
line-major so you _have_ to transpose them.
The problem with row-major is it makes matrix literals read
transposed vs the math notation.
Are you sure you don't confuse lines with columns?
Here it says it is row major
https://github.com/d-gamedev-team/gfm/blob/master/math/gfm/math/matrix.d#L17
On Tuesday, 4 December 2018 at 20:41:54 UTC, Guillaume Piolat
I think in hlsl shader language you can declare your matrices
to be either way anyway can't you? It's just the default that
is this way around?
The only real difference is the order or operations. IIRC however
gfm tries to hide this difference and use math notation.
Another thing is memory caches - accessing row in succession will
have better chance of cached access while accessing columns in
most(if not all) cases will fetch more items only to discard them
on next value.
Though I haven't ever profiled this myself to be 100% sure.