Thanks for committing all the math utilities, I just had 2 quick questions.
First, I was wondering what Vector*Vector and Vector/Vector are supposed to represent mathematically, in the vector implementations I've seen these were never defined (sometimes Vector*Vector was overloaded as dot product) again, I'm probably still a novice in this field, so I could be completely mistaken.
Also, I'm not sure how you feel on this, but in classes like Vector that had public data members, I left off the m prefix. It doesn't really bother me, I just felt that things like position.x and velocity.y looked better.
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Anonymous
-
2004-06-28
I forgot to add one thing. If it's alright with you I'd like to add a few things I found handy to the vector2 class. Most are things that are already in vector3 (I think we should try to keep vector2 and vector3's functions as identical as possible except things that are exclusive to 3D like cross product)
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I'm fine with omitting the m prefix off the member variables.
The vector / vector and vector * vector operators were something of a mistake. While I was writing the classes I just copied and pasted the addition and subraction operators and lost track of what I was doing.
Er, I'm not an idiot. Really.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Thanks for committing all the math utilities, I just had 2 quick questions.
First, I was wondering what Vector*Vector and Vector/Vector are supposed to represent mathematically, in the vector implementations I've seen these were never defined (sometimes Vector*Vector was overloaded as dot product) again, I'm probably still a novice in this field, so I could be completely mistaken.
Also, I'm not sure how you feel on this, but in classes like Vector that had public data members, I left off the m prefix. It doesn't really bother me, I just felt that things like position.x and velocity.y looked better.
I forgot to add one thing. If it's alright with you I'd like to add a few things I found handy to the vector2 class. Most are things that are already in vector3 (I think we should try to keep vector2 and vector3's functions as identical as possible except things that are exclusive to 3D like cross product)
I'm fine with omitting the m prefix off the member variables.
The vector / vector and vector * vector operators were something of a mistake. While I was writing the classes I just copied and pasted the addition and subraction operators and lost track of what I was doing.
Er, I'm not an idiot. Really.
Man I feel stupid.