## Posts Tagged math

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Today we’ll begin exploring the C++ Standard Library. As C++ is mostly a superset of C, the C++ Standard Library is mostly a superset of the C Standard Library. So we’ll begin there!

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A reader recently asked what the fastest way to take an absolute value was. It occurred to me that there are a lot of ways to do this in Unity! So today we’ll try them all out and see which is best.

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The Unity.Mathematics package documentation has a curious statement: “Note that currently, for an optimal usage of this library, it is recommended to use SIMD 4 wide types (float4, int4, bool4…)” Today we’ll explore why we should consider using float4, not float3, after years of using Vector3.

Along with Unity 2019.1 and Burst, the Unity.Mathematics package is now out of Preview. It offers alternatives to longstanding core types in Unity such as Vector3, Matrix4x4, and Quaternion. Today we’ll see how switching to these types can improve performance in Burst-compiled jobs.

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IL2CPP can really slow our code down sometimes, and not just for esoteric features. Calling common math and string functions can be dramatically slower in IL2CPP. Today’s article shows you how you can work around this to speed them back up.

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Math.abs is a commonly-used utility function for taking the absolute value of a Number. However, there’s no special-case version for taking the absolute value of an int. Of course Math.abs will work for int values, but we can do it faster. Read on for a couple of ways.

The site has had many articles about improving the performance of your app, but never discussed the basic methodology on which all optimizations should be based. Today’s article will go over a scientific approach to optimizing that makes use of a tool known as a profiler and demonstrate using an AS3 application just why it’s so important to usage such a tool.

The Vector3D class debuted in Flash Player 10.0 as Adobe’s official implementation of, well, a 3D mathematical vector (not the pseudo-Array class Vector). Weirdly, it has a w component and is therefore technically a 4D vector, but its API inconsistently make use of the fourth dimension. There are also strange oversights, inefficiencies, and functionality it really should have always had. Read on for my custom Vector3D derivative—Vector3DExt—that fixes all of these problems by extending and improving on the original.