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PGC

Linear Algebra library

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That (SSE and such) would be very handy of course and I might add that later on. For now however I'll concentrate on the la (linear algebra) library.

Although uBLAS might be a bit more extended than would be necessary, it is, as far as I can tell the most accepted library. I am a bit surprised of the lack of a really standard library for 3/4 dimensional la when you consider the amount of 3d programs/games nowadays. Maybe directx has a standard class for vectors, however openGl (which I'm using) doesn't. So do 99% of the 3d application creators implement their own vector/la class(es) ?

I'm not a game programmer nor do I consider myself anything of an experienced programmer, but I am very surprised about this...

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Original post by PGC
... Maybe directx has a standard class for vectors, however openGl (which I'm using) doesn't. So do 99% of the 3d application creators implement their own vector/la class(es) ?

I'm not a game programmer nor do I consider myself anything of an experienced programmer, but I am very surprised about this...


OpenGl doesn't have a lot of things ^_^. Well, it won't hurt you to implement them yourself. Personally I use the vector classes which come with the lwjgl library, which is a java binding for opengl. However, vectors and matrices are rather simple - if/once you understand the math behind them, coding some shouldn't take any signifficant amount of time.

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Original post by lightbringer
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Original post by PGC
... Maybe directx has a standard class for vectors, however openGl (which I'm using) doesn't. So do 99% of the 3d application creators implement their own vector/la class(es) ?

I'm not a game programmer nor do I consider myself anything of an experienced programmer, but I am very surprised about this...


OpenGl doesn't have a lot of things ^_^. Well, it won't hurt you to implement them yourself. Personally I use the vector classes which come with the lwjgl library, which is a java binding for opengl. However, vectors and matrices are rather simple - if/once you understand the math behind them, coding some shouldn't take any signifficant amount of time.


As I said before, I can implement them myself, it's just that I do not wish to be the 1002nd person to reinvent the damn wheel. I know my linear algebra, don't worry.

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Did someone already mention Blitz++ ?

http://sal.jyu.fi/B/0/BLITZ++.html


A listing of available libraries can be found here:
http://www.oonumerics.org/oon/#libraries


The copyrights indicated on the bottom of the site indicate 2001. Did they stop development ? I can't reach oonumerics.org for some reason by the way...


As indicated by sourceforge the latest release is from October 14, 2005.
http://sourceforge.net/project/showfiles.php?group_id=63961

Strange thing that you cannot reach oonumerics. For me it works fine. Maybe you should try again another day.

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Original post by nmi
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Original post by PGC
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Original post by nmi
Did someone already mention Blitz++ ?

http://sal.jyu.fi/B/0/BLITZ++.html


A listing of available libraries can be found here:
http://www.oonumerics.org/oon/#libraries


The copyrights indicated on the bottom of the site indicate 2001. Did they stop development ? I can't reach oonumerics.org for some reason by the way...


As indicated by sourceforge the latest release is from October 14, 2005.
http://sourceforge.net/project/showfiles.php?group_id=63961

Strange thing that you cannot reach oonumerics. For me it works fine. Maybe you should try again another day.



I don't know why either. Looks interesting, 'blitz++'. I'll check it out.

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Guest Anonymous Poster
Atlas is free, and it is as good as it gets

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Original post by PGC
As I said before, I can implement them myself, it's just that I do not wish to be the 1002nd person to reinvent the damn wheel. I know my linear algebra, don't worry.


Right. Now that that's out of the way ^_^, here's another thought: Maybe you'll be using some other third party libraries, for collision or physics, in your project. If you plan to, look at those libraries and see whether they use their own custom classes for these tasks. You probably don't want to convert between your own and and their classes ten thousand times per frame, so there might be some advantage to be gained there.

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Someone suggested this to me :
http://plib.sourceforge.net/sg/

It looks like all I'm searching for ...

anyone any experience in using this ?

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