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Subject: Re: [boost] [gsoc] fixed size matrix class? (was: Interest check for 3d geometry proposal)
From: Emil Dotchevski (emildotchevski_at_[hidden])
Date: 2009-03-28 12:37:11
On Sat, Mar 28, 2009 at 5:41 AM, troy d. straszheim <troy_at_[hidden]> wrote:
> Emil Dotchevski wrote:
>>
>> On Fri, Mar 27, 2009 at 2:37 PM, Kornel Kisielewicz
>> <kornel.kisielewicz_at_[hidden]> wrote:
>>>
>>> On Fri, Mar 27, 2009 at 9:33 PM, troy d. straszheim <troy_at_[hidden]>
>>> wrote:
>>>>
>>>> One thing boost doesn't have is a fixed-size matrix class, which could
>>>> be
>>>> used with boost::array as a building block for a lot of the more
>>>> game-specific tech involved. Seems to me a boost::matrix class
>>>> (essentially
>>>> a 2d boost::array) would be of reasonable scope/difficulty for a GSOC
>>>> project. If there's time left over, one could investigate making
>>>> optimized
>>>> rotations, dot projects, reflections and the like as freestanding
>>>> functions/operators in a special namespace somewhere.
>>>
>>> And this is definitively what I'd also like to do. As it seems an
>>> important topic, I'd make it the base of my proposal.
>>
>> A 2D boost array is an overkill for a boost matrix class. In fact the
>> whole point of a game-developer-centric matrix/vector support is to
>> make the types simple and to the point.
>
> Well I'd like to stop talking about games, I don't think we're getting
> anywhere. We're trying to find a project that fits into boost somewhere and
> is of appropriate scope for GSOC. I still maintain that a fixed-size
> matrix class could be one. This has a well-defined scope and a good chance
> of success. But maybe somebody can argue that we shouldn't have a
> fixed-size matrix class?
>
> If the student later uses in game code and finds out it isn't exactly what
> he wants, fine.
You can't just design some interface and then see if someone is going
to use it. You have to address the specific needs of the client.
Who and why would use the fixed size matrix class?
Emil Dotchevski
Reverge Studios, Inc.
http://www.revergestudios.com/reblog/index.php?n=ReCode
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