On Nov 16, 2009, at 1:15 PM, Lorenz Quack wrote:
The reason I allocated the memory dynamically is that I didn't want
to waste the
2*sizeof(double) on Vector2 instances. but maybe we don't have to be
that cheep
in this day and age. especially if we can gain some speed. Another
consideration
Hi,
Casey Duncan wrote:
I agree, I think an iterator api is not flexible enough alone, and if
provided, should be in addition to one that takes an arbitrary t.
-Casey
On Nov 14, 2009, at 3:59 PM, Patrick Mullen wrote:
I think there are many cases where one might want, say, the halfway
rotat
Hi,
first of all thanks for the feedback.
second I just merged the branch with the trunk. I hope I didn't mess anything
up (my merging experience is *very* limited).
I also implemented the generic math function René suggested.
René Dudfield wrote:
On Mon, Nov 16, 2009 at 6:10 PM, Casey Duncan
On Mon, Nov 16, 2009 at 6:10 PM, Casey Duncan wrote:
> To start with, it is great to see follow-through on this, it will be a
> great, long overdue, addition to the pygame api.
>
> One thing I notice is that the main vector data structure contains a pointer
> to the actual coordinates. Other struc
I agree, I think an iterator api is not flexible enough alone, and if
provided, should be in addition to one that takes an arbitrary t.
-Casey
On Nov 14, 2009, at 3:59 PM, Patrick Mullen wrote:
I think there are many cases where one might want, say, the halfway
rotated quat between two, or d
To start with, it is great to see follow-through on this, it will be a
great, long overdue, addition to the pygame api.
One thing I notice is that the main vector data structure contains a
pointer to the actual coordinates. Other structures just contain the
coordinates in an inline array up