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