threeify
GLM
threeify | GLM | |
---|---|---|
2 | 36 | |
195 | 8,689 | |
-0.5% | 1.3% | |
7.9 | 8.9 | |
5 months ago | 15 days ago | |
TypeScript | C++ | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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threeify
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C++23: The Next C++ Standard
As someone who has written math libraries over and over again for the last 25 years (no joke - wrote this in 1997: https://github.com/bhouston/BezierCurveDemo1997/blob/master/... and just recently wrote the Threeify math library: https://github.com/bhouston/threeify/tree/master/packages/ma...), I find that operator overloading works only for the simple cases but that for performance and clarify, function names work best.
Function names let you clarify that it is an outside product or inside product (e.g. there are often different types of adds, multiplies, divides), and I can not stand when someone maps cross product onto ^ or dot product onto something else. Also operator overloading often doesn't make clear memory management, rather it replies on making new objects constantly, where as with function names, you can pass in a parameter that will take the result. Lastly, function names allow you to pass in how to handle various conditions, like non-invertible, NANs, etc.
I find word based function more verbose but significant less error prone and also they are more performant. Operator overloading is only good for very simple code and even then people always push it too far so that I can not understand it.
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Clara.io Shutting Down
Fun fact, a lot of it is open source, just not where you would expect it. During the creation of Clara.io I created over 200 PRs to Three.js:
https://github.com/mrdoob/three.js/pulls?q=is%3Apr+author%3A...
The problem with open sourcing it wholesale at this point is a challenge because parts of the tech stack became parts of Threekit.com. Threekit.com is VC funded and an ongoing business operation.
I do what I can with open source still, see:
https://github.com/bhouston/behave-graph
https://github.com/threeify/threeify
GLM
- Release of GLM 1.0.0
- C++23: The Next C++ Standard
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What files from glm's github do I need to add to my emscripten project?
I am a greenhorn at graphics programming. I just made an app in OpenGL with C++ that I now need to change over to a browser app with WebGL. WebGL looks pretty cool but since my app does a lot of calculations I assumed I should keep the heavier calculating parts in C++ with emscripten ( which I am also just learning ). So looking at it, it just looks like glm is the only library I seriously need for my c++ code and that seems pretty cool because it is a header only app it says. But in the github there are a lot of folders and files so I am not sure which are indispensable or not. Any advice?
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What is a file with the .i.hh extension such as myfile.i.hh used for in a C++ project?
GLM does it quite well, it has core includes then a detail folder with all the inl files that get added. https://github.com/g-truc/glm
- [Opengl] Aide: compilation et installation de GLFW
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Porting to metal?
I once ported an OpenGL code base over to Metal. For me, it was essential to do as much code sharing as possible. Because I was using the GLM library in that code base and generally found that library very useful I wanted to know whether I can use GLM with Metal. I had to do some research but it turned out it works really well, see here
- Which is the best way to work with matrices and linear algebra using c++?
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Best C++ Game Framework
I would also recommend GLM
- PocketPy: A Lightweight(~5000 LOC) Python Implementation in C++17
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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).
What are some alternatives?
typesl - Typescript to GLSL transpiler
Eigen
cadenza - A WebXR rhythm game
DirectXMath - DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps
yg-vishva - yg-vishva is a web component for 3D world/universe. [Note: As this project was outcome of extraction of my portfolio code and still THINKING what all things to ADD, so focused on things than the code...post that code will get refactor!]
linmath.h - a lean linear math library, aimed at graphics programming. Supports vec3, vec4, mat4x4 and quaternions
streets-gl - 🗺 OpenStreetMap 3D renderer powered by WebGL2
cglm - 📽 Highly Optimized 2D / 3D Graphics Math (glm) for C
BezierCurveDemo1997 - Utah Teapot and Mystify Screensaver, 16-Bit DOS, Personal Project 1997 https://files.scene.org/view/mirrors/hornet/code/tutors/math/azr_bcrv.zip
OpenBLAS - OpenBLAS is an optimized BLAS library based on GotoBLAS2 1.13 BSD version.
draft - C++ standards drafts
blaze