Matrix API support - start with formats?

Xavier Bigand via Digitalmars-d digitalmars-d at puremagic.com
Fri Aug 21 18:20:54 PDT 2015


Le 21/08/2015 02:30, Manu via Digitalmars-d a écrit :
> On 15 August 2015 at 05:11, Tofu Ninja via Digitalmars-d
> <digitalmars-d at puremagic.com> wrote:
>> On Friday, 14 August 2015 at 18:51:51 UTC, David Nadlinger wrote:
>>>
>>> On Friday, 14 August 2015 at 15:11:39 UTC, ponce wrote:
>>>>
>>>> Are sparse matrices a common scenario?
>>>
>>>
>>> Yes. They tend to pop up in virtually all "serious" numerical problems in
>>> science and engineering, particularly when partial differential equations
>>> are involved.
>>>
>>>> If anything I think small vectors, non-sparse matrixes and
>>>> rectangles/AABB could be part of Phobos before that.
>>>
>>>
>>> If you just had a go at it from the CG/gamedev perspective, you'd probably
>>> end up with an API that is entirely unsuitable for larger problems. This
>>> might not be a big issue (just have two separate APIs), but we'd need to
>>> make it a conscious decision.
>>>
>>>   — David
>>
>>
>> Personally I would prefer small fixed sized vectors & matrices with game dev
>> focused api be kept separate from a big/sparse matrix api.
>
> I think gamedev's would unanimously agree on this.
>
Those kind of maths aren't used only for games, their is also editing 
software,...

Their is also spacial relations that can be interesting to have in a 
geometry module. Boost do it and respect those rules : 
http://edndoc.esri.com/arcsde/9.0/general_topics/understand_spatial_relations.htm
For my job it help us to solve a lot of precision issues.

Having this in the standard library is important IMO cause sadly their 
is often a lot of bugs/issues when reimplemented handly. A lot of 
articles on Internet are just wrong.



More information about the Digitalmars-d mailing list