deka
cglm
deka | cglm | |
---|---|---|
- | 12 | |
1 | 2,050 | |
- | - | |
0.0 | 9.3 | |
over 8 years ago | 13 days ago | |
C | C | |
BSD 3-clause "New" or "Revised" License | MIT License |
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deka
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Tracking mentions began in Dec 2020.
cglm
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converting a vec4 into a mat4
It's too bad you are using C. If you were using C++, you could use teh fantastic GLM library, which implements the vector math stuff from GLSL as CPU/C++ code. you might want to have a look at CLGM: https://github.com/recp/cglm
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Matrix multiplication in C
There's cglm, but I don't know how good it is. Really though for hobby OpenGL stuff, it's going to be 3x3, 4x4, 1x4 matrices, so rolling one's own stuff is not that terrible, if it proves to be a bottleneck (probably won't), you can drop in some fancy SIMD bullshit later.
- Portable SIMD library
- Looking for fast, generalized lin alg library
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In what way should I write a matrix library for my OpenGL game?
There is a cglm: repo
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What can I replace the C++ code "Vector3f" with?
Check out https://github.com/recp/cglm I use it judiciously.
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I want to make a game for Linux. Where do I even start?
GLM and CGLM should probably be mentioned as well since you'll probably want a good linear algebra library if you are going with just a rendering library instead of a full game engine.
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What would be the best way to implement a (algebra) vector in C (for OpenGL purposes)?
cglm has two options for representing a vector: using a struct and using an array. The default one is using an array, but I'm not seeing what are the benefits of using an array instead of a struct. When using an array, you need to use out parameters, which make the code much more ugly when doing multiple operations. Using a struct, I can simply return the struct from the function. The only advantage of using an array would be that it's easier to iterate through it, but I could do the same using structs like this
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Using CGLM, why does the value of this vec4 affect the mat4?
It has been a while since I've written any C so it's very likely I'm missing something very simple. But I'm using CGLM and I have this simple program:
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Anyone is using plain C?
https://github.com/recp/cglm is a C version of GLM
What are some alternatives?
cf - "Exact" real arithmetic for Haskell using continued fractions (Not formally proven correct)
GLM - OpenGL Mathematics (GLM)
Decimal
linmath.h - a lean linear math library, aimed at graphics programming. Supports vec3, vec4, mat4x4 and quaternions
HerbiePlugin - GHC plugin that improves Haskell code's numerical stability
raylib - A simple and easy-to-use library to enjoy videogames programming
manifold-random - Coordinate-free hypersurfaces as Haskell types
plutovg - Tiny 2D vector graphics library in C
vector - An efficient implementation of Int-indexed arrays (both mutable and immutable), with a powerful loop optimisation framework .
sse2neon - A translator from Intel SSE intrinsics to Arm/Aarch64 NEON implementation
simd - simple interface to ghc's simd vector support
simd_utils - A header only library implementing common mathematical functions using SIMD intrinsics