Comments (5)
I totally agree. While this may not seem of immediate importance, it is definitely be important for moving the camera around as well as doing animation in general and will be especially important for 3D.
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Wouldn't it be easier if he includes glm http://glm.g-truc.net/0.9.6/index.html into sparky? As far as i know these functions and classes are pretty optimized. And it's a header only lib so there shouldn't be any problems with emscripten. I know he wants to show us how to but this math stuff costs a lot of time and is essential for the engine.
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I agree with @holgk that glm should be chosen. The only reasons to implement all the math himself would be to either study it, or to teach other people.
from sparky.
Well, he already implemented part of the maths himself, so why switch over to GLM now?
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We're not going to use GLM because we don't need to. An inverse function was added in Ep. 20.
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Related Issues (20)
- Metallic and Roughness workflow HOT 2
- Linux build HOT 15
- CLI wrapping HOT 2
- Still getting very low FPS count despite using Batch Rendering HOT 3
- In Test3d can't move camera neither walk on the scene HOT 2
- Bug in Mat4::Rotate
- Add Debug Log Levels HOT 2
- Unix build
- Emscripten
- Shaders on Intel graphics HOT 4
- Memory allocation alignment bug HOT 2
- Sparky, Also suitable for 3d games? HOT 1
- Crashing on Debug build of external app using Release build of Sparky at String HOT 2
- Software License Still Has Template String
- [OPTIONAL] Include guards HOT 4
- Where can I find help about my code? HOT 1
- ep 19 no text is rendering but it draws the black blocks of the letters HOT 2
- How does Sparky support Windows' DLL exports in the context of Unix systems?
- cling based C++ as scripting language / hot code reload
- Error right out of the box InputManager::ClearKeys() HOT 5
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