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2014-02-20 23:37:16 -07:00
doc setting up directory structure 2014-02-19 20:40:09 -07:00
include Adding stubs for TVector3 helper functions. 2014-02-20 23:37:16 -07:00
src Adding more file/folder stubs. 2014-02-19 21:13:56 -07:00
tests Playing around with some additional math functions and testing. I know I'm probably not doing the testing entirely correctly, or at least my naming of the tests sucks. Would love feedback, though of course I'll be doing research on it. With the addition of cmpf, Vector is clearly intended to be used with a floating point type, float, double, or long double. I may or may not change this. In my commercial ready version the class would support virtually any type, even a custom number class (fixed point). 2014-02-20 23:03:12 -07:00
.gitmodules adding external, or trying to anyway 2014-02-20 11:42:56 -07:00
README.md Making the readme more clear on the design direction of this lib. In the future I'll have a more advanced version utilizing platform specific enhancements, this will be in a different repo entirely. 2014-02-20 18:55:04 -07:00

math

C++ GameDev related math helpers. These helpers will be designed and written for ease of use, to be as simple as possible. In a commercial engine they would be designed out differently, and I would be utilizing architecture specific performance improvements (compiler intrinsics). These are primarily 3D math helpers, and do not contain any physics related code, collision, etc.

Requirements

Aside from a C++ compiler, there are no external dependencies outside of the stdlib. However, for running unit tests I use igloo, which is already referenced, and you'll need premake4.

Cloning

Since there's an external for testing, don't forget --recursive: git clone --recursive https://github.com/leetNightshade/math.beta.git.

Testing

You'll need premake4. On the commandline premake4 --help to see what project types are available for your platform, and pick the project type you want to use. For example, on Windows I'll use premake4 vs2010. From there build your project. When it's done building, run the program directly; for convenience you don't need to run it from the commandline.