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About Nairou

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  1. Nairou

    Good C (not C++) math library?

    It's mostly a hope at this point. I'm still planning the project, haven't started coding it yet. And I do most of my development on Linux, but will build on MSVC when it's far enough along to get other people to test it. So my hope is that C11 support will have improved some by then.   If it hasn't, then there's always MinGW, but I'm trying not to rule out MSVC at this stage.
  2. Nairou

    Good C (not C++) math library?

    It has potential, but the LGPL license and the fact that it only compiles with GCC (not MSVC) make it unattractive for my project...
  3. Nairou

    Good C (not C++) math library?

    Good idea. If I don't end up finding an existing library, I might look into doing that...
  4. Nairou

    Good C (not C++) math library?

    Unfortunately, GLM itself is C++ only, not C.   This is the problem I'm having, all of the good ones I know of are C++ only. :)
  5. Nairou

    Good C (not C++) math library?

    Good points. What I'm looking for would be primarily for use in 3D calculations, for 3D games. So just small vectors, small matrices, and quaternions. And operations like building translation/rotation/viewport matrices, generating camera projection/ortho matrices, quaternion interpolation, etc.   I know with C++ the math libraries can do operator overloading to make them feel natural, and I wouldn't have any of that in a C library, but that's fine. Even if the library was limited to integers and floats (and didn't mix them), since it doesn't have the template abstraction, it would be fine. When you're doing matrix operations with the goal of feeding it to the GPU, there isn't a lot of variety needed.   Simple enough set of requirements that I could probably write my own library if I had to, but I don't have the math optimization experience necessary to make the library as fast as it would need to be.
  6. There are lots of forum topics about C++ math libraries (like CML, GLM, Eigen, etc.), and I've used many of them in past projects.   However, my next project is going to be C (C11), not C++, so now I'm looking for a good C math library. I'm not having much luck finding one that isn't just someone's pet project.   Anyone have recommendations for good C math libraries that have been battle-tested in real projects?  
  7. Nairou

    GDNet Slim

    Quote:Original post by superpig Quote:Original post by swiftcoder Loading times definitely seem a little faster, but the Intel branded search box is overlapping the forum buttons (login, control panel, etc.) on quite a few pages under Chrome. I can't repro this (Chrome 5.0.375.99). Could you show me a screenshot? I see this as well in Chrome. It happens when the breadcrumb line (Home > Forum > etc) is too long (i.e. long forum topic), causing it to collide with the search text. The search and box then drop down below it, obscuring the other links. Also, while typing this, I'm noticing that the "Show Preview" line below this text box slightly overlaps the text box.
  8. Nairou

    Screen-space ambient occlusion

    You mention that you can now achieve all of this with only two pipes: Quote: - with one CRenderTexturePipe, the scene is rendered into an RGBA16f buffer for the color, and to an RGBA16f for the velocity/depth. Velocity can be used for motion blur. Depth is used to determine the focus distance in the depth of field effect. - then one CEffectPipe takes the two textures that were rendered by the CRenderTexturePipe in input, binds a post-processing depth-of-field shader, and outputs that either to another texture, or to the main color buffer. I'm curious though, what is the "glue" that plugs these two together in the many combinations necessary to create each effect? If it were nothing but these two pipe objects and each one had a fixed output, then obviously the result would be very generic. So where do the variations come from? For example, when rendering a depth-of-field effect, who determines that two render textures need to be created by CRenderTexturePipe and the appropriate depth-of-field shader applied in CEffectPipe?
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