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).