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That's not about "not being ready", the GPU really doesn't care whether the numbers it is multiplying are coefficients of a matrix or a bivector.

The problem is that all libraries, drivers, etc. use matrices, quaternions and vectors. So you would have to constantly convert back and forth, which is both error-prone and a non-trivial performance problem.

Of course, you could build your own libraries for everything, but that's just crazy. Who has time for doing that?

Not to mention that writing a mathematical library like that is a highly non-trivial task. Not just the algebra part but also numerical stability and accuracy are a big deal. That requires a very skilled person, naive implementations will rapidly blow up in your face.

And doing all this what for, exactly? So that the GA explanation of rotations doesn't require 4 dimensions while the math complexity of rotor algebra ends up being the same as with quaternions? So there isn't really a performance benefit neither.



Who has time for that? Me. And, presumably, Marc ten Bosch. When you want to make a game that uses full 4D graphics, existing libraries just don't cut it, and writing GPU code to understand arbitrary-dimensional rotors is worth it.




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