Showing 5 open source projects for "glm"

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  • 1
    GLM

    GLM

    OpenGL Mathematics (GLM)

    OpenGL Mathematics (GLM) is a header only C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specifications. GLM provides classes and functions designed and implemented with the same naming conventions and functionality than GLSL so that anyone who knows GLSL, can use GLM as well in C++. This project isn't limited to GLSL features.
    Downloads: 53 This Week
    Last Update:
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  • 2
    OpenGL Mathematics

    OpenGL Mathematics

    Highly Optimized Graphics Math (glm) for C

    Highly optimized 2D|3D math library, also known as OpenGL Mathematics (glm) for `C`. cglm provides lot of utils to help math operations to be fast and quick to write. It is community-friendly, feel free to bring any issues, bugs you faced. Almost all functions (inline versions) and parameters are documented inside the corresponding headers. OpenGL-related functions are dropped to make this lib platform/third-party independent.
    Downloads: 9 This Week
    Last Update:
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  • 3
    glslmath

    glslmath

    C++ header-only library that simulates GLSL math

    GLSLmath provides C++ math operations as defined by GLSL. For example, it provides methods to easily setup viewing transformations and perspective projections. GLSLmath has been inspired by the glm and slmath libraries, which aim to mimic GLSL, but in contrast to those GLSLmath does not focus on a complete conforming implementation of GLSL. It rather aims to provide a convenient single header file that implements the most commonly used subset of GLSL so that it is easy to use for rapid prototyping and GLSL teaching purposes. ...
    Downloads: 0 This Week
    Last Update:
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  • 4
    OpenGL Mathematics (GLM)
    OpenGL Mathematics (GLM) is a C++ mathematics library for 3D software based on the OpenGL Shading Language (GLSL) specification.
    Downloads: 5 This Week
    Last Update:
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  • 5

    Lfant

    A small Game Engine project.

    ...The intent of use for this system is that most of the time you won't have super specific entities, only child or grandchild classes, but have many components that can be added, removed, or even swapped between Entities, at runtime. I am also using the Bullet physics engine (with some modifications here and there), a portion of Boost, GLEW, GLFW, GLM, Squirrel (scripting language), and TinyXML2.
    Downloads: 0 This Week
    Last Update:
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