Xref: utzoo comp.sys.atari.st:10264 comp.sys.m68k:931
Path: utzoo!attcan!uunet!mcvax!philmds!leo
From: leo@philmds.UUCP (Leo de Wit)
Newsgroups: comp.sys.atari.st,comp.sys.m68k
Subject: Re: Number-crunching and math chips with the Atari ST
Message-ID: <533@philmds.UUCP>
Date: 27 Jun 88 18:56:45 GMT
References: <2940@watale.waterloo.edu> <6861@cup.portal.com>
Reply-To: leo@philmds.UUCP (L.J.M. de Wit)
Organization: Philips I&E DTS Eindhoven
Lines: 19

In article <6861@cup.portal.com> Harry_Wallace_Waddell@cup.portal.com writes:
  [many lines deleted]...
>Also, one of my summer projects is to write a few math utils.
>If someone out there has some pd C code for mathematical programming please
>post them! :-)

Accidentally I'm working on 3D projection and motion for the ST right
now (rotation, reflection, translation etc.). I use 4D homogene
coordinates to achieve things, so each movement can be presented by
applying a matrix multiplication to an object (in fact to the 4x4
matrix that puts the object in space). Apart from one function that is
in assembly (matrix multiplication) all stuff is in C. If there is
enough interest, I'll post it. It works already, but I want it to be faster
still (speed++), although it can handle wire models real-time.

Anyone interested, send me a mail, specifying where I should put the stuff
(this newsgroup, comp.sources.atari.st or e-mail).

       Leo (the mathemagician).