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khawk Member News
6 years, 10 months ago

Realtime Math 1.1.0 Released

Briefing

<p> <a href=https://github.com/nfrechette/rtm rel="external nofollow" target=_blank>Realtime Math</a> <a href=https://github.com/nfrechette/rtm/releases/tag/v1.1.0 rel="external nofollow" target=_blank>v1.1.0</a> has been released with changes including: </p> <ul> <li> Added support for Windows ARM64 </li> <li> Added support for VS2019, GCC9, clang7, and Xcode 11 </li> <li> Added support for Intel FMA and ARM64 FMA </li> <li> Many optimizations, minor fixes, and cleanup </li> </ul> <p> The quaternion arithmetic for NEON and SSE has been optimized, and in order to make sure not to introduce regressions, the <a href=https://github.com/google/benchmark rel="external nofollow" target=_blank>Google Benchmark</a> library has been integrated. RTM will be used in the upcoming <a href=https://github.com/nfrechette/acl rel="external nofollow" target=_blank>Animation Compression Library</a> release for the new scalar track compression API. The subsequent ACL release will remove all of its internal math code and switch everything to RTM. Preliminary tests show that it speeds up its compression by about 10%. </p> <p> Check out the Github repo at <a href=https://github.com/nfrechette/rtm ipsnoembed=true rel="external nofollow">https://github.com/nfrechette/rtm</a>. </p>

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