On Friday, 7 February 2014 at 21:37:26 UTC, Casper Færgemand
wrote:
On Friday, 7 February 2014 at 10:50:49 UTC, Stanislav Blinov
wrote:
I know. I also know that people making games are obsessed with
performance :)
And, where there's 3d vector, there would also be 4d vector
and matrices...
W
On Friday, 7 February 2014 at 10:50:49 UTC, Stanislav Blinov
wrote:
I know. I also know that people making games are obsessed with
performance :)
And, where there's 3d vector, there would also be 4d vector and
matrices...
Wouldn't it make more sense to aim for a float SIMD
implementation in
On Friday, 7 February 2014 at 04:03:58 UTC, Marco Leise wrote:
Am Mon, 03 Feb 2014 22:01:14 +
schrieb "Stanislav Blinov" :
Return-by-value being optimized as a move might be one more
reason why you would like to use slices...
3 doubles is only one machine word more than an array slice
an
Am Mon, 03 Feb 2014 22:01:14 +
schrieb "Stanislav Blinov" :
> Return-by-value being optimized as a move might be one more
> reason why you would like to use slices instead of variables to
> store coordinates (since that would mean just moving a pointer
> and a size_t), but that might have t
On Monday, 3 February 2014 at 20:10:59 UTC, Brenton wrote:
6) Any other comments or suggestions?
I know that the "I'm learning the language" factor plays a huge
role, but after you are done studying your vector implementation,
I think you could forget about it and use the ones provided by
ot
On Monday, 3 February 2014 at 20:10:59 UTC, Brenton wrote:
4) Is it advisable for the cross method to return by value? In
C++, I would declare this method as inline and in a header
file. Can I trust D to inline away this inefficiency? Perhaps
I should pass in the result as a "ref" or "out"
On Monday, 3 February 2014 at 20:10:59 UTC, Brenton wrote:
double dot(in Vector3d other) inout {
return x * other.x + y * other.y + z * other.z;
}
Vector3d cross(in Vector3d other) inout {
const Vector3d result = {
y
5) I notice that a lot of other people online prefer using
fixed arrays not structs for Vectors in D, why?
It does make some calculations more straightforward. For example
I have code that calculates distance between points as follows:
double euclideanDistance( double[] pt1, double[] pt2 ) in
Brenton:
1) I initialize the vector to a null vector, not nans
Why?
2) The dot and cross are "inout" methods, i.e. available for
mutable, const, and immutable objects. There is no reason to
declare "inout" methods as being "const".
But I suggest to add pure/nothrow.
3) The dot and cro
Hi, I'm just getting to know D and so am hoping that someone more
experienced with the language could review this 3d vector struct
and my comments below. I'm planning on building a little ray
tracer in the next week or so :)
struct Vector3d {
double x = 0, y = 0, z = 0;
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