(OT) Proposition for SDL_math

A nice (open source) 3d math library can be found at :

http://math3d.sourceforge.net/

A nice (open source) 3d math library can be found at :
http://math3d.sourceforge.net/

Yes, it is indeed a nice library actually… And it compiles on BeOS easily
(I ported it some moths ago). :slight_smile:
The thing is that the original author emailed me some time ago and told me
that he won’t have much free time in the near future. He wants to add a lot
more functions and stuff… obviously, someone could help finishing it. BTW,
he created the lib for use mainly with OpenGL.

Eugenia—
Homepage: http://www.eugenia.co.uk
What is BeOS? http://www.BeNews.com/beos/

A nice (open source) 3d math library can be found at :
http://math3d.sourceforge.net/

Yes, it is indeed a nice library actually… And it compiles on BeOS easily
(I ported it some moths ago). :slight_smile:
The thing is that the original author emailed me some time ago and told me
that he won’t have much free time in the near future. He wants to add a lot
more functions and stuff… obviously, someone could help finishing it. BTW,
he created the lib for use mainly with OpenGL.

I wrote something remotely similar for glElite;

http://glElite.sourceforge.net/doc/namespace_Maths.html

Vectors and Matrices have been sort of tested, others are just quick
implementations. There are a lot of things to fix in it, but I like
the interface (my inverse implementation looks different from math3d,
and my rotate is single, generic one)

There is something bad IMHO in both of math3d and my math routines.
I would like even cleaner interface and solid basis. Math3d is
orientated towards OpenGL, which can be seen in it’s interface.
I have no idea if the author has good mathematical knowledge. I still
lack mathematical knowledge, so my routines have some mess :I

I’ve seen several math libraries, none of which I have been totally
happy (thats why I wrote mine, but now I’m not happy with it either).
I would like to have clear interfaces between Vector, Matrix and
Quaternion. There is a lot to discuss in the interfaces…

– Timo Suoranta – @Timo_K_Suoranta

I know what you mean. I’ve looked at both yours and Math3D, but I don’t like
the way either is layed out really. One only math library I have liked is
the one we wrote at Volition Inc… Maybe I’ll come up with an API for a math
lib. I think I could do a good job on this.

It’s the design that’s the key. You have to come up with a complete design
first, and make it perfect (or as close as possible) before you even start
coding any of it. Otherwise it will be flawed I think. And then once you
have a design, you shouldn’t deviate from it or change it, unless something
new comes along that should be in it but wasn’t accounted for. That’s pretty
unlikely, though. Math doesn’t really change much.

I wouldn’t really want to do much coding for this library, though.On Friday 30 March 2001 02:58, you wrote:

I’ve seen several math libraries, none of which I have been totally
happy (thats why I wrote mine, but now I’m not happy with it either).
I would like to have clear interfaces between Vector, Matrix and
Quaternion. There is a lot to discuss in the interfaces…