Le 21/08/2015 02:30, Manu via Digitalmars-d a écrit :
On 15 August 2015 at 05:11, Tofu Ninja via Digitalmars-d
<[email protected]> wrote:
On Friday, 14 August 2015 at 18:51:51 UTC, David Nadlinger wrote:

On Friday, 14 August 2015 at 15:11:39 UTC, ponce wrote:

Are sparse matrices a common scenario?


Yes. They tend to pop up in virtually all "serious" numerical problems in
science and engineering, particularly when partial differential equations
are involved.

If anything I think small vectors, non-sparse matrixes and
rectangles/AABB could be part of Phobos before that.


If you just had a go at it from the CG/gamedev perspective, you'd probably
end up with an API that is entirely unsuitable for larger problems. This
might not be a big issue (just have two separate APIs), but we'd need to
make it a conscious decision.

  — David


Personally I would prefer small fixed sized vectors & matrices with game dev
focused api be kept separate from a big/sparse matrix api.

I think gamedev's would unanimously agree on this.

Those kind of maths aren't used only for games, their is also editing software,...

Their is also spacial relations that can be interesting to have in a geometry module. Boost do it and respect those rules : http://edndoc.esri.com/arcsde/9.0/general_topics/understand_spatial_relations.htm
For my job it help us to solve a lot of precision issues.

Having this in the standard library is important IMO cause sadly their is often a lot of bugs/issues when reimplemented handly. A lot of articles on Internet are just wrong.

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