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digitalmars.D.bugs - Re: D demoscene compo

reply bearophile <bearophileHUGS lycos.com> writes:
ponce:
 Source is released.

I have found this only now, thanks to http://planet.dsource.org/ I have seem there's lot of code like this one: vec3!(T) xxx() { return vec3!(T)(x, x, x); } vec3!(T) xxy() { return vec3!(T)(x, x, y); } vec3!(T) xxz() { return vec3!(T)(x, x, z); } etc etc ... D1 allows you to do such things with less code (but less easy to understand): import std.metastrings: Format; import d.templates: Range; string product3(char[3] s)() { string result; foreach (i; Range!(3)) foreach (j; Range!(3)) foreach (k; Range!(3)) result ~= Format!("vec3!(T) %s() { return vec3!(T)(%s, %s, %s); }\n", ""~s[i]~s[j]~s[k], s[i], s[j], s[k]); return result; } pragma(msg, product3!("xyz")()); void main() {} That can also be generalized in a compile-time general product, but it may be overkill. Regarding the vec2D, vectors 3D, quaternions, segment-point distance, point-in-polygon, etc: most of such functions/classes/structs are present in most demos and games I have seen written in D, so I think such stuff deserves to be in the std libraries (Phobos and Tango), (part of that stuff is already present in my d libs, but this means little), avoiding people to re-implement them all the time. If you want you can polish such geometric code of yours, and offer it as a single module to Walter (with a license fitting for Phobos). Bye, bearophile
Mar 22 2009
parent reply ponce <aliloko gmail.com> writes:
bearophile Wrote:

 ponce:
 Source is released.

I have found this only now, thanks to http://planet.dsource.org/ I have seem there's lot of code like this one: vec3!(T) xxx() { return vec3!(T)(x, x, x); } vec3!(T) xxy() { return vec3!(T)(x, x, y); } vec3!(T) xxz() { return vec3!(T)(x, x, z); } etc etc ... D1 allows you to do such things with less code (but less easy to understand): import std.metastrings: Format; import d.templates: Range; string product3(char[3] s)() { string result; foreach (i; Range!(3)) foreach (j; Range!(3)) foreach (k; Range!(3)) result ~= Format!("vec3!(T) %s() { return vec3!(T)(%s, %s, %s); }\n", ""~s[i]~s[j]~s[k], s[i], s[j], s[k]); return result; } pragma(msg, product3!("xyz")()); void main() {} That can also be generalized in a compile-time general product, but it may be overkill.

At the time this code was written I didn't knew about such "C-preprocessor"-like templates. Thanks. My code is clearly not smart enough and there could have been only one matrix and one vector class.
 Regarding the vec2D, vectors 3D, quaternions, segment-point distance,
point-in-polygon, etc: most of such functions/classes/structs are present in
most demos and games I have seen written in D, so I think such stuff deserves
to be in the std libraries (Phobos and Tango), (part of that stuff is already
present in my d libs, but this means little), avoiding people to re-implement
them all the time. If you want you can polish such geometric code of yours, and
offer it as a single module to Walter (with a license fitting for Phobos).
 
 Bye,
 bearophile

This may be a problem since every game-orientated library and 3D programmer will redefine its own vectors/matrices/quaternions. At a certain point it is enjoyable but time-consuming. In fact everyone seems to like having its own vectors/matrices classes, so to be accepted as standard it has to be efficient, non-obtrusive and with short names. I think starting with some code from Defend would be more appropriate since it's already more template-aware and better tested.
Mar 23 2009
parent bearophile <bearophileHUGS lycos.com> writes:
ponce:
 In fact everyone seems to like having its own vectors/matrices classes, so to
be accepted as standard it has to be efficient, non-obtrusive and with short
names.<

Regarding the short names, most times the import alias: import std.geometry: v3d = vector3d; plus the normal alias and compound aliases and the typedefs are probably enough to avoid you the need to rewrite things just to have different names :-) Bye, bearophile
Mar 23 2009