Open makingthematrix opened 6 years ago
I think cgmath
will be my choice, mainly because it's popular in game development for graphics computations, so there's a chance the user of GAI will already use it anyway. Although I might take some time after the 0.1 milestone to re-implement GAI with nalgebra
, run the benches, and check if the code looks nicer :)
@sunjay suggested that whatever I choose, I should use these traits to make switching easier: https://github.com/kvark/mint . mint
is implemented by both cgmath
and nalgebra
.
It should be either something very simple or something very popular. Every game will use a maths library anyway. It would be the best if it was the same library or - if not - then that my choice is not a burden to the codebase.
Some options:
Read some articles, ask around.
Bonus points: Is it possible to operate on traits or macros, so that the implementation of points and vectors (arrows) would be completely up to the rest of the game engine?