Sundaram Ramaswamy

Results 35 comments of Sundaram Ramaswamy

@PQCraft GLM isn't that good with SIMD or inlining IIRC. Of course, those may not be important to some projects. FWIW [Realtime Math][1]'s [Introduction article][2] does a comparison of -...

Discussion with @recp on #206: >> Just expecting unit quaternions and leaving option of normalizing to the application seems like the optimal choice to me. This doesn't waste cycles needlessly....

@recp That's okay. This might break existing projects expecting cglm to normalize as they've come to expect with earlier versions. One option is to introduce unit vector expecting variants with...

@recp I like the `CGLM_EXPECT_UNIT_AXES` approach. Of course, this macro should be defined to the same value for both included and compiled sources. Since `common.h` (or `types.h`) is included in...

@awsdert Both `glm_squared_length` and `sqrt_of_vec3_length` are already present as: `glm_vec3_norm2` and `glm_vec3_norm`. As for your hate on APIs like OpenGL, I'd suggest looking at wrapper libraries like [sokol][]. [sokol]: https://github.com/floooh/sokol

Looking at the implementation helps. Also _norm_ is the general term used in place of _length_ in math literature/libraries; _length_ commonly refers to [Euclidean distance/norm](https://en.wikipedia.org/wiki/Norm_(mathematics)#Euclidean_norm).

@recp I think `norm` is a commonly used name for length in a lot of math libraries (e.g. [GLM has a `norm.hpp`](https://glm.g-truc.net/0.9.9/api/a00542.html)). I don't find anything wrong with the current...

> it's all about making sure the names can be intuitively connected Intuition comes with some exposure to the subject matter. Most math and 3d programmers I've spoken to knew...

@awsdert Well... 3D mathematics and "natural" intuition!? I thought everything about 3D mathematics is learned. I rest my case :)

Related discussion on StackOverflow: [What is the fastest way to compute `sin` and `cos` together?](https://stackoverflow.com/q/2683588/183120).