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Game Math Library - Student Project @ AIE

Home Page: https://github.com/terrehbyte/terrehbyte-math-library/wiki

License: Other

C++ 85.42% C 0.07% Shell 8.94% Python 4.96% CMake 0.49% Makefile 0.12%
mathlib aie

terrehbyte-math-library's Introduction

#terrehbyte-math-library Welcome to the TBYTE math library, a small and simple set of functions and classes that allow for easy understanding of mathematical concepts required for game development. While this limits versatility, the ease of basic use reduces the fearsomeness of the learning curve. Finally, this can serve as a stepping stone for larger math libraries such OpenGL Mathematics (GLM).

#Documentation

For documentation, see the Github wiki for usage examples and descriptive one-liners of each class and its member functions.

#Contributions

Forks and pull requests are more than welcome and are encouraged.

Keeping in mind that this originated as a class project, a loose coding standard applies. Hungarian notation is primarily used for primitive types such as 'int' or 'bool'. There is no notation for this library's classes. That said, they should be stored in the "tbyte" namespace.

#License

Copyright (c) 2013-2014 Terry Nguyen. See the LICENSE file for license rights.

terrehbyte-math-library's People

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balthazaraie avatar jeffreymjohnson avatar terrehbyte avatar

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jloudermilk

terrehbyte-math-library's Issues

Optimize matrix transformation algorithmns

    tbyte::Vector4 Matrix4::Scale(const tbyte::Vector4 a_Vector)
    {
        tbyte::Vector4 temp;
        temp.fX = a_Vector.fX * m_afArray[0][0] + a_Vector.fY * 0               + a_Vector.fZ   * 0                 + a_Vector.fW * 0;
        temp.fY = a_Vector.fX * 0               + a_Vector.fY * m_afArray[1][1] + a_Vector.fZ   * 0                 + a_Vector.fW * 0;
        temp.fZ = a_Vector.fX * 0               + a_Vector.fY * 0               + a_Vector.fZ   * m_afArray[2][2]   + a_Vector.fW * 0;
        temp.fW = a_Vector.fX * 0               + a_Vector.fY * 0               + a_Vector.fZ   * 0                 + a_Vector.fW * m_afArray[3][3];
        return temp;
    }

Does that really need to reference all of those zeros? Couldn't it just directly set temp.fX to something like:

temp.fX = a_Vector.fX * m_afArrray[0][0];

The same goes for the rest of specialized transformation actions.

Update contribution procedure

The procedure for filing issues and making contributions to the project should be rewritten to note changes in policy.

  • Changes to be made
    • Require contributors to rebase their work on top of 'dev' into logical increments
    • Ask that issues be filed with the Github Issues system for this repository
    • Address #17 and verify that all pull requests build and pass whatever unit tests are written
    • Change default branch to 'dev' citing how grossly outdated 'master' is

Vector4 ctor needs to be ordered

Since Vector4's variables were reordered in commit 2e8a8f1 , its ctor with the four floats should be changed to reflect that.

In addition, a copy constructor should be provided for it.

Streamline MatrixX.VectorTransform to Create and Apply Matrices to Points

This idea stems from the idea of "emplace_back" for C++ std library's containers. It'd be awfully convenient if we could just create and apply something in one step rather than creating the transformation matrix and then applying the corresponding transformation matrix. We could even feed it arguments to create on on the fly!

Reintegrate Travis.CI for continous integration

Properly integrate Travis.CI for continuous integration purposes. Benefits include faster integration of pull requests and better code stability.

  • Create travis.yml
  • Build
  • Build Unit Tests

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