Charlie Shenton

Results 15 comments of Charlie Shenton

I wouldn't mind passing in memory from the calling C/C++ code, but I can't cast a `void*` to the correct amount of memory to a pointer to (array of) SoA...

Okay, thanks for letting me know, I was wondering why Embree and Unreal Engine had no uses of it, and now I know! Perhaps the documentation should be updated to...

This would be a killer feature for me in game dev. Commercial game engines (Unity/Unreal) tend to implement their own hotswapping layers for engine code or rely on scripting languages...

I'm also seeing issues iterating over a mutable soa type when using `soa_zip`. This could be related. ```odin xs := make([]f32, 100) ys := make([]f32, 100) points := soa_zip(x=xs, y=ys)...

Those two cases of compositionality and non-bijective functions are where the challenges are going to be. Actually I hadn't thought about how that would need to be part of the...

Actually, I feel compelled to leave another comment to express my enthusiasm about a characteristic function based approach. I'm going to get in touch with my old probability theory lecturer...

Let me do some more reading and get back to you re: characteristic functions. My reason for leaning towards wrapping ops is so that the user has an api that...

Would appreciate more info. Is this indicating D3D12 is not a well supported API going forward? Given this feature is supported in other APIs.

That is an issue discussing alternative naming conventions. It does not cover the fact that there is an error in the existing names. `view` and `inverse_view` mean the opposite thing...

Quick summary of places with the widely accepted convention that view == world_to_camera (i.e. _not_ Bevy's convention) Engines - Unity: https://docs.unity3d.com/ScriptReference/Camera-worldToCameraMatrix.html - Unreal: https://docs.unrealengine.com/4.27/en-US/API/Runtime/Core/Math/FLookFromMatrix/__ctor/ - Godot: https://github.com/godotengine/godot/blob/a311a4b162364d032b03ddf2a0e603ba40615ad7/drivers/gles3/shaders/scene.glsl#L412 - Stride: https://github.com/stride3d/stride/blob/35bb959b83ea37518abe003c440f184e2e55ef40/sources/engine/Stride.Engine/Engine/CameraComponent.cs#L253...