Thread overview  


December 04 DirectXMath alternative  

 
There is a directxd library which seems to work nicely for d3d11 but it doesn't include anything like DirectXMath.h presumably because it's all implemented as inline intrinsics and very visual c++ specific. What is the best alternative for D, assuming there is anything? (I want vector, matrix math for use in D3, things like inverting a matrix, getting perspective matrices etc) I can program something myself if necessary but I'd prefer notto 
December 04 Re: DirectXMath alternative  

 
Posted in reply to John Burton  On Tuesday, 4 December 2018 at 20:33:07 UTC, John Burton wrote:
> What is the best alternative for D, assuming there is anything?
> (I want vector, matrix math for use in D3, things like inverting a matrix, getting perspective matrices etc)
> I can program something myself if necessary but I'd prefer notto
You have the choice between the following packages:
 dlib
 gfm:math
 gl3n

December 05 Re: DirectXMath alternative  

 
Posted in reply to Guillaume Piolat  On Tuesday, 4 December 2018 at 20:41:54 UTC, Guillaume Piolat wrote:
> On Tuesday, 4 December 2018 at 20:33:07 UTC, John Burton wrote:
>> What is the best alternative for D, assuming there is anything?
>> (I want vector, matrix math for use in D3, things like inverting a matrix, getting perspective matrices etc)
>> I can program something myself if necessary but I'd prefer notto
>
> You have the choice between the following packages:
>  dlib
>  gfm:math
>  gl3n
I was using gl3n then switched to gfm math. Try gfm, IIRC it should work without much PITA because it stores matrices rowmajor way, so you don't have to transpose it like with OpenGL. Can't say anything about dlib though, I tried it a bit with dagon engine, but just didn't stick for long.

December 05 Re: DirectXMath alternative  

 
Posted in reply to evilrat  On Wednesday, 5 December 2018 at 01:57:53 UTC, evilrat wrote:
> On Tuesday, 4 December 2018 at 20:41:54 UTC, Guillaume Piolat wrote:
>> On Tuesday, 4 December 2018 at 20:33:07 UTC, John Burton wrote:
>>> What is the best alternative for D, assuming there is anything?
>>> (I want vector, matrix math for use in D3, things like inverting a matrix, getting perspective matrices etc)
>>> I can program something myself if necessary but I'd prefer notto
>>
>> You have the choice between the following packages:
>>  dlib
>>  gfm:math
>>  gl3n
>
> I was using gl3n then switched to gfm math. Try gfm, IIRC it should work without much PITA because it stores matrices rowmajor way, so you don't have to transpose it like with OpenGL. Can't say anything about dlib though, I tried it a bit with dagon engine, but just didn't stick for long.
These all look good, thank you.
Although the first two bring in additional modules I don't want I guess I can just ignore them

December 05 Re: DirectXMath alternative  

 
Posted in reply to evilrat  On Wednesday, 5 December 2018 at 01:57:53 UTC, evilrat wrote:
> On Tuesday, 4 December 2018 at 20:41:54 UTC, Guillaume Piolat wrote:
>> On Tuesday, 4 December 2018 at 20:33:07 UTC, John Burton wrote:
>>> What is the best alternative for D, assuming there is anything?
>>> (I want vector, matrix math for use in D3, things like inverting a matrix, getting perspective matrices etc)
>>> I can program something myself if necessary but I'd prefer notto
>>
>> You have the choice between the following packages:
>>  dlib
>>  gfm:math
>>  gl3n
>
> I was using gl3n then switched to gfm math. Try gfm, IIRC it should work without much PITA because it stores matrices rowmajor way, so you don't have to transpose it like with OpenGL. Can't say anything about dlib though, I tried it a bit with dagon engine, but just didn't stick for long.
I think you are mistaken, gfm:math also stores matrices linemajor so you _have_ to transpose them.
The problem with rowmajor is it makes matrix literals read transposed vs the math notation.

December 05 Re: DirectXMath alternative  

 
Posted in reply to Guillaume Piolat  On Wednesday, 5 December 2018 at 10:52:44 UTC, Guillaume Piolat wrote:
> On Wednesday, 5 December 2018 at 01:57:53 UTC, evilrat wrote:
>> On Tuesday, 4 December 2018 at 20:41:54 UTC, Guillaume Piolat wrote:
>>> [...]
>>
>> I was using gl3n then switched to gfm math. Try gfm, IIRC it should work without much PITA because it stores matrices rowmajor way, so you don't have to transpose it like with OpenGL. Can't say anything about dlib though, I tried it a bit with dagon engine, but just didn't stick for long.
>
> I think you are mistaken, gfm:math also stores matrices linemajor so you _have_ to transpose them.
>
> The problem with rowmajor is it makes matrix literals read transposed vs the math notation.
I think in hlsl shader language you can declare your matrices to be either way anyway can't you? It's just the default that is this way around?

December 05 Re: DirectXMath alternative  

 
Posted in reply to Guillaume Piolat  On Wednesday, 5 December 2018 at 10:52:44 UTC, Guillaume Piolat wrote: > On Wednesday, 5 December 2018 at 01:57:53 UTC, evilrat wrote: >> On Tuesday, 4 December 2018 at 20:41:54 UTC, Guillaume Piolat wrote: >>> On Tuesday, 4 December 2018 at 20:33:07 UTC, John Burton wrote: >>>> What is the best alternative for D, assuming there is anything? >>>> (I want vector, matrix math for use in D3, things like inverting a matrix, getting perspective matrices etc) >>>> I can program something myself if necessary but I'd prefer notto >>> >>> You have the choice between the following packages: >>>  dlib >>>  gfm:math >>>  gl3n >> >> I was using gl3n then switched to gfm math. Try gfm, IIRC it should work without much PITA because it stores matrices rowmajor way, so you don't have to transpose it like with OpenGL. Can't say anything about dlib though, I tried it a bit with dagon engine, but just didn't stick for long. > > I think you are mistaken, gfm:math also stores matrices linemajor so you _have_ to transpose them. > > The problem with rowmajor is it makes matrix literals read transposed vs the math notation. Are you sure you don't confuse lines with columns? Here it says it is row major https://github.com/dgamedevteam/gfm/blob/master/math/gfm/math/matrix.d#L17 >>> On Tuesday, 4 December 2018 at 20:41:54 UTC, Guillaume Piolat > > I think in hlsl shader language you can declare your matrices to be either way anyway can't you? It's just the default that is this way around? The only real difference is the order or operations. IIRC however gfm tries to hide this difference and use math notation. Another thing is memory caches  accessing row in succession will have better chance of cached access while accessing columns in most(if not all) cases will fetch more items only to discard them on next value. Though I haven't ever profiled this myself to be 100% sure. 
December 05 Re: DirectXMath alternative  

 
Posted in reply to evilrat  On Wednesday, 5 December 2018 at 11:43:46 UTC, evilrat wrote: > > Are you sure you don't confuse lines with columns? > Here it says it is row major > https://github.com/dgamedevteam/gfm/blob/master/math/gfm/math/matrix.d#L17 > Yes, sorry I made a mistake. It's indeed rowmajor in gfm:math. > The only real difference is the order or operations. IIRC however gfm tries to hide this difference and use math notation. > Another thing is memory caches  accessing row in succession will have better chance of cached access while accessing columns in most(if not all) cases will fetch more items only to discard them on next value. > Though I haven't ever profiled this myself to be 100% sure. I don't know if there is a definitive answer as to which is preferable. 
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