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Pure C math library for 2D and 3D programming

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I tried to find this function or an equivalent, but it seems to be missing: `quat_look_at` I see matrix equivalents, but it would be really useful to be able to...

https://github.com/felselva/mathc/blob/d672725203fc80f6f79fba64533b87d51c32d714/mathc.c#L2556 Hey is this not an array overflow taking element 8 in a quartenion?

The vec3 was incorrectly indexed when constructing a mat3 rotation matrix. Copy and paste error?

Working on this library was very nice, and it seems it helped a lot of people, but also seems like I can't give it enough dedication anymore. With that, I...

On https://github.com/felselva/mathc/blob/master/mathc.c#L5169 `mat4 result` is defined which is passed to `mat4_rotation_x`. Inside mat4_rotation_x only values at index 5,6,9, and 10 are updated. Also as per the example, in README, identity...

Currently in three places in the code there is an expression like: 1-cosine(subexpr). The problem with that is that it sacrifices quite a bit of precision the floating point type...

Use memcpy (which might be faster depending on the platform being used) and use 'const' for elements not being modified in functions. This is proof-of-concept diff, of course the function...

I had to google around and check out libglm usage to see what parameters a perspective transformation commonly takes (and yes I'm familiar with clipping planes and all, I just...

That use `nearly_equal` - test equality but with an epsilon parameter.

I was thinking about doing this along with https://github.com/felselva/mathc/issues/29, but this is not *very* critical and I if a lot of people has objections with it, I would keep the...