DirectXMath
UnrealEngine
DirectXMath | UnrealEngine | |
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13 | 122 | |
1,481 | - | |
0.3% | - | |
6.6 | - | |
about 1 month ago | - | |
C++ | ||
MIT License | - |
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DirectXMath
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Vector math library benchmarks (C++)
For those unfamiliar, like I was, DXM is DirectXMath.
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Learning DirectX 12 in 2023
Alongside MiniEngine, you’ll want to look into the DirectX Toolkit. This is a set of utilities by Microsoft that simplify graphics and game development. It contains libraries like DirectXMesh for parsing and optimizing meshes for DX12, or DirectXMath which handles 3D math operations like the OpenGL library glm. It also has utilities for gamepad input or sprite fonts. You can see a list of the headers here to get an idea of the features. You’ll definitely want to include this in your project if you don’t want to think about a lot of these solved problems (and don’t have to worry about cross-platform support).
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Optimizing compilers reload vector constants needlessly
Bad news. For SIMD there are not cross-platform intrinsics. Intel intrinsics map directly to SSE/AVX instructions and ARM intrinsics map directly to NEON instructions.
For cross-platform, your best bet is probably https://github.com/VcDevel/std-simd
There's https://eigen.tuxfamily.org/index.php?title=Main_Page But, it's tremendously complicated for anything other than large-scale linear algebra.
And, there's https://github.com/microsoft/DirectXMath But, it has obvious biases :P
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MATHRIL - Custom math library for game programming
I am not in gamedev, but work with 3D graphics, we use DirectX 11, so DirectXMath was a natural choice, it is header only, it supports SIMD instructions (SSE, AVX, NEON etc.), it can even be used on Linux (has no dependence on Windows). It of course just one choice: https://github.com/Microsoft/DirectXMath.
- When i had to look up what a Quaternion is
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Eigen: A C++ template library for linear algebra
I never really used GLM, but Eigen was substantially slower than DirectXMath https://github.com/microsoft/DirectXMath for these things. Despite the name, 99% of that library is OS agnostic, only a few small pieces (like projection matrix formula) are specific to Direct3D. When enabled with corresponding macros, inline functions from that library normally compile into pretty efficient manually vectorized SSE, AVX or NEON code.
The only major issue, DirectXMath doesn’t support FP64 precision.
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maths - templated c++ linear algebra library with vector swizzling, intersection tests and useful functions for games and graphics dev... includes live webgl/wasm demo ?
If you’re the author, consider comparisons with the industry standards, glm and DirectXMath, which both ensure easy interoperability with the two graphics APIs.
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Algorithms for division: Using Newton's method
Good article, but note that if the hardware supports the division instruction, will be much faster than the described workarounds.
Personally, I recently did what’s written in 2 cases: FP32 division on ARMv7, and FP64 division on GPUs who don’t support that instruction.
For ARM CPUs, not only they have FRECPE, they also have FRECPS for the iteration step. An example there: https://github.com/microsoft/DirectXMath/blob/jan2021/Inc/Di...
For GPUs, Microsoft classified FP64 division as “extended double shader instruction” and the support is optional. However, GPUs are guaranteed to support FP32 division. The result of FP32 division provides an awesome starting point for Newton-Raphson refinement in FP64 precision.
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Use of BLAS vs direct SIMD for linear algebra library operations?
For graphics DX math is a very good library.
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Speeding Up `Atan2f` by 50x
I wonder how does it compare with Microsoft’s implementation, there: https://github.com/microsoft/DirectXMath/blob/jan2021/Inc/Di...
Based on the code your version is probably much faster. It would be interesting to compare precision still, MS uses 17-degree polynomial there.
UnrealEngine
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Two handy GDB breakpoint tricks
Visual Studio has a related annoying habit when navigating the call stack (the caller's scope is considered closed if the callee is syntactically its tail) so I wonder whether this workaround would be useful for it as well.
See also this comment in the Unreal Engine code about putting a nop in before as well: https://github.com/EpicGames/UnrealEngine/blob/26677ca1b3c97...
// Q: Why is there a __nop() before __debugbreak()?
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Sane C++ Libraries
> you can still use it with smart pointers provided by any other library
Is the point of having a kitchen-sink library like this not that you dont have to reach for a 3rdparty library for things that you need 'all the time'?
Certainly, not everyone needs it.
...but, not everyone needs threads either. Not everyone needs an http server; and yet, if you have an application framework that provides them, when you do need them, it saves you reaching for yet-another-dependency.
Was that no the point from the beginning?
unique_ptr is a fundamental primitive for many, as you see from some other frameworks (1), and implementation is not always either a) trivial, or b) as simple as 'just use std::unique_ptr'.
This does seem like a very opinionated decision with reasonably unclear justification.
[1] - eg. https://github.com/EpicGames/UnrealEngine/blob/release/Engin..., https://github.com/electronicarts/EASTL/blob/master/include/...
- Not only Unity...
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Unreal Engine 5.3
It is not publicly available. If you click on this link you get a 404 page: https://github.com/EpicGames/UnrealEngine You actually have to go and subscribe, agree to their terms, and then you get to view the source code. It happens to be free, but it is by no means "public".
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I always have bad timing, was literally just about to try out v5.2
https://github.com/EpicGames/UnrealEngine/tree/5.2.0-preview-2 For anyone wondering
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Depending on the order multiple movies in "Startup movies" cause game to crash.. UE5.1
Like I said before, you have the fixed code here (commit: 23937975).
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How to create a moddable game?
Before you can access the repository at https://github.com/EpicGames/UnrealEngine, you must: be an Unreal Engine subscriber. have a GitHub account. have associated your GitHub account with your Unreal Engine account as described on the UE4 on GitHub page.
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W.I.P on my Open-World time traveling game. Experimented with Lumen + Nanite and found a way to maximize performance!
What you need to do is follow this link and diff my file with Epic's file. You can grab settings that I have from mine and plop them into a custom one for yours. Just be mindful if you're developing in VR for what settings you bring over.
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As a Unity user, watching Unreal Engine at GDC 2023 made me sad and jealous
Originally it was going to be NetworkPrediction (need to be signed into a github account with Unreal Engine access for that link to work), but since David Ratti left Epic that died and they stopped working on it. (I didn't know it was dead, that was the CMC replacement I was referring to)
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This unironically happened at my work today. We'll *definitely* be fitting that one into the next sprint...
Found this while looking through UE commits
What are some alternatives?
GLM - OpenGL Mathematics (GLM)
CRYENGINE - CRYENGINE is a powerful real-time game development platform created by Crytek.
highway - Performance-portable, length-agnostic SIMD with runtime dispatch
capnproto-rust - Cap'n Proto for Rust
libjxl - JPEG XL image format reference implementation
Defragr - Precision movement FPS with physics ported from Quake 3 CPMA. Made with UE4
Fastor - A lightweight high performance tensor algebra framework for modern C++
Quake-III-Arena - Quake III Arena GPL Source Release
glibc - GNU Libc
Smooth-Networked-Movement-Plugin - Public Repository so anyone can push updates to the plugin. [Moved to: https://github.com/Reddy-dev/SMN2]
Vc - SIMD Vector Classes for C++
RuntimeMeshComponent - Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent]