On Saturday, 13 June 2015 at 10:35:55 UTC, Tofu Ninja wrote:
On Saturday, 13 June 2015 at 08:45:20 UTC, John Colvin wrote:
The tiny subset of numerical linear algebra that is relevant
for graphics (mostly very basic operations, 2,3 or 4
dimensions) is not at all representative of the whole. The
algorithms are different and the APIs are often necessarily
different.
Even just considering scale, no one sane calls in to BLAS to
multiply a 3*3 matrix by a 3 element vector, simultaneously no
one sane *doesn't* call in to BLAS or an equivalent to
multiply two 500*500 matrices.
I think there is a conflict of interest with what people want.
There seem to be people like me who only want or need simple
matrices like glm to do basic geometric/graphics related stuff.
Then there is the group of people who want large 500x500
matrices to do weird crazy maths stuff. Maybe they should be
kept separate? In which case then we are really talking about
adding two different things. Maybe have a std.math.matrix and a
std.blas?
+1
nobody uses general purpose linear matrix libraries for
games/graphics for a reason, many game math libraries take
shortcuts everywhere and are extensively optimized(e.g, for cache
lines) for the general purpose vec3/mat4 types.
many performance benefits for massive matrices see performance
detriments for tiny graphics-oriented matrices. This is just
shoehorning, plain and simple.