> On 05 Jan 2016, at 04:11, David Turnbull via swift-users > <swift-users@swift.org> wrote: > > I've been working on a math library for SwiftGL. It's looking good. Vector2, > Vector3, Vector4, Matrix2x2, Matrix3x3, Matrix4x4 are implemented with all > arithmetic. You can even swizzle just like GLSL. > > var myVec = vec4(1, 2, 3, 4) > myVec.ab = vec2(99, 98) > print(myVec) //=> (1, 2, 98, 99) > > There's still a lot to do. I hope to have feature parity with GLSL done this > week. But it's ready to set free and get feedback. > > https://github.com/AE9RB/SwiftGL <https://github.com/AE9RB/SwiftGL> > > And a couple questions. Is there any way to make import SwiftGL.Math work? > Note the dot. Also, is there anything reasonable I can do to improve the > compile time? 3.5 minutes for 2000 lines of code can't be right.
To find out which parts of your code are causing issues add `-Xfrontend -debug-time-function-bodies` in "Other Swift Flags". When building Xcode will print the compile times of functions in the build log. The main culprits seem to be the `*`, `inverse` and `determinant` functions of `Matrix3x3` and `Matrix4x4` where type inference probably runs amok. Breaking these calculation up into smaller statements should drastically reduce the compile times. > -David "Expression was too complex to be solved" Turnbull > > _______________________________________________ > swift-users mailing list > swift-users@swift.org > https://lists.swift.org/mailman/listinfo/swift-users - Janosch
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