[swift-users] An OpenGL math library in pure Swift
Stephen Canon
scanon at apple.com
Tue Jan 5 10:59:40 CST 2016
Hey David —
FYI essentially all of this stuff is already present in the simd module (stdlib/public/SDK/simd/simd.swift.gyb or ‘import simd'), albeit without nice generics, and with some different stylistic choices because simd is at present a straight Swift port of a subset of the simd C/Obj-C/C++ library on OS X and iOS (the most important distinction is that the vector types are compatible with clang extended vectors in C languages).
Making the simd module more “swifty” is something that will need to happen eventually, and there’s a lot of other opportunities for other improvements, but you should be aware that it’s available.
– Steve
> On Jan 4, 2016, at 10:11 PM, David Turnbull via swift-users <swift-users at swift.org> wrote:
>
> I've been working on a math library for SwiftGL. It's looking good. Vector2, Vector3, Vector4, Matrix2x2, Matrix3x3, Matrix4x4 are implemented with all arithmetic. You can even swizzle just like GLSL.
>
> var myVec = vec4(1, 2, 3, 4)
> myVec.ab = vec2(99, 98)
> print(myVec) //=> (1, 2, 98, 99)
>
> There's still a lot to do. I hope to have feature parity with GLSL done this week. But it's ready to set free and get feedback.
>
> https://github.com/AE9RB/SwiftGL <https://github.com/AE9RB/SwiftGL>
>
> And a couple questions. Is there any way to make import SwiftGL.Math work? Note the dot. Also, is there anything reasonable I can do to improve the compile time? 3.5 minutes for 2000 lines of code can't be right.
>
> -David "Expression was too complex to be solved" Turnbull
>
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