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microsoft/DirectXMath

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DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps

15 mentions on Hacker News by 4 people: 0 stories, 15 comments · first 2018-03-06 · latest 2025-01-27

Mentions per year 15 mentions · busiest year 2020 (4)
20082026
  1. C++ does OK. Google's highway [1] Microsoft DirectXMath [2] [1] https://github.com/google/highway [2] https://github.com/microsoft/DirectXMath
    comment by npalli · 2025-01-27 · in C is not suited to SIMD (2019)
  2. …exponent functions for FP32 precision on top of SSE, AVX and NEON SIMD intrinsics (MIT license): https://github.com/microsoft/DirectXMath/blob/oct2024/Inc/Di...
    comment by Const-me · 2025-01-27 · in C is not suited to SIMD (2019)
  3. …intrinsics becomes way better than assembly. Here’s a good example of a library designed that way: https://github.com/microsoft/DirectXMath
  4. …But, it's tremendously complicated for anything other than large-scale linear algebra. And, there's https://github.com/microsoft/DirectXMath But, it has obvious biases :P
  5. I never really used GLM, but Eigen was substantially slower than DirectXMath https://github.com/microsoft/DirectXMath for these things. Despite the name, 99% of that library is OS agnostic, only a few small pieces (like perspective…
  6. …velocities, etc. For use cases where FP32 precision is enough, I usually use DirectXMath library https://github.com/Microsoft/DirectXMath for that. That thing is cross-platform in practice. Even when building things for ARM Linux, it’s…
  7. …CPUs, not only they have FRECPE, they also have FRECPS for the iteration step. An example there: https://github.com/microsoft/DirectXMath/blob/jan2021/Inc/Di... For GPUs, Microsoft classified FP64 division as “extended double shader…
  8. I wonder how does it compare with Microsoft’s implementation, there: https://github.com/microsoft/DirectXMath/blob/jan2021/Inc/Di... Based on the code your version is probably much faster. It would be interesting to compare precision…
    comment by Const-me · 2021-08-17 · in Speeding up atan2f
  9. For videogame applications, look there before writing these intrinsics: https://github.com/microsoft/DirectXMath/ That library already implements a lot of complicated things, relatively well. Here’s for frustum culling…
    comment by Const-me · 2021-04-27 · in SIMD for C++ Developers [pdf]
  10. I often use this method: https://github.com/microsoft/DirectXMath/blob/83634c742a85d1... Similar code with optional double precision support and more options: https://www.geometrictools.com/GTE/Mathematics/CosEstimate.h If you don’t like…
    comment by Const-me · 2020-07-20 · in Implementing cosine in C from scratch
  11. …doesn‘t use these approximated instruction for inverting matrices, it’s open source, there: https://github.com/microsoft/DirectXMath/blob/83634c742a85d1... . Good find, neither does Wine, actually: https://doxygen.reactos.org/dc/dd8/d3dx9ma…
  12. …doesn‘t use these approximated instruction for inverting matrices, it’s open source, there: https://github.com/microsoft/DirectXMath/blob/83634c742a85d1...
  13. …arrays. https://ispc.github.io/ is great for writing large, complicated SIMD features. https://github.com/microsoft/DirectXMath is not actually tied to DirectX. It's has a huge library of small-vector linear algebra (3D graphics math)…
    comment by corysama · 2020-04-10 · in SIMD instructions
  14. …Rust libraries on top of them. E.g. in various performance-critical C++ projects I have used https://github.com/Microsoft/DirectXMath and https://eigen.tuxfamily.org Both are quite large projects with many man-years spent to develop, they…
    comment by Const-me · 2018-04-30 · in How to speed up the Rust compiler in 2018
  15. …out to a Mat3x3 at the end. You don’t need sin/cos for that either. Here’s a code that does that: https://github.com/Microsoft/DirectXMath/blob/master/Inc/Dir...
    comment by Const-me · 2018-03-06 · in Sin and Cos: The Programmer's Pals