Update README.md
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README.md
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README.md
@ -5,15 +5,8 @@ For best memory performance: have luaJIT & it's FFI library (this should be buil
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Various useful bits of game math. 3D line intersections, ray casting, 2d/3d vectors, 4x4 matrices, quaternions, etc.
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(originally) ntended to be used with LuaJIT and LÖVE (this is the backbone of LÖVE3D).
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Online documentation can be found [here](http://excessive.github.io/cpml/) or you can generate them yourself using `ldoc -c doc/config.ld -o index .`
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## Additionally adds to the API
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`mat4:translate_local(out, a, t)`
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does the same thing as `translate` only its far right column instead of bottom row (as that's what's needed for most local coordinate systems)
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also: worth noting that "a" in both `translate` and `translate_local` can be an empty table, and it'll generate an identity matrix. Which is really
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redundant code wise, not a fan of that. Probably will fix that at some point.
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This is a fork of CPML (for LÖVE/love3d), it's been ported over the minetest so it can be used in whatever you need it for.
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Documentation can be found here: (link coming soon)
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### TODO:
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* Vec3s and Vec2s are not currently adapted for functionality with MT vectors (seperate classes)
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