I've now added Quaternion.Right/Up/Forward to my unity math library because why not
github.com/FreyaHolmer/Ma
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I found myself doing q*Vector3.Right/Up/Forward a lot, this should be much faster than doing that full sandwich product
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Excellent. Not reducing the squared terms is lower error (and doesn't save much).
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have noticed recently that u use methodImpl a lot. do they really make any visible difference?
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After embedding mono in my game engine and making some base Vector/Color/Quaternion/Rect/Point structs I imported Mathfs.cs and Extensions.cs and it worked with minimal changes XD.
Thanks for the great work!
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