Sharp3D.Math Resurected on CodePlex

Projects, Sharp3D.Math July 2nd, 2007

Although it has been practically dead for a long time, I’ve recently decided to resurect my open-source C# math library.
Up until yesterday, the project’s home at Codeplex only contained the last release’s (1.1.3) source and binaries which I developed long time ago on .NET 1.1.
Yesterday I’ve uploaded to the source control the new code based I have started to work on using .NET 2.0 and generics.

I will try to keep the sources updated and fix the occasional bugs I get (which I usually recieve via email which is less comfortable than using CodePlex for tracking).

As always, any contribution is appreciated…

Sharp3D.Math is moving to CodePlex

Projects, Sharp3D.Math, Technology July 19th, 2006

I just got a new project created on CodePlex.com for Sharp3D.Math.
I’ll be moving all the Sharp3D.Math sources and files to that workspace within the next two days and start planning the next version using
their TFS system. I’m also looking for members to help and contribute to the project…

The workspace URL is http://www.codeplex.com/Wiki/View.aspx?ProjectName=Sharp3D

JPGL Graphics Engine

Development, Game Development, Projects, Sharp3D.Math January 6th, 2006

A graphics engine written in C# and OpenGL which uses Sharp3D.Math can be found at http://www.jordodesigns.com/jpgl.html.

From the web site:

JPGL is a graphics engine coded in C# using the OpenGL graphics API. The engine is partially based off the CSS450/451 graphics library, which is written in C++ and uses Direct3D. There are some major structural diversions from the CSS450/451 library, mainly to accommodate a more modular design - allowing for transparent interchangeability in three layers within the graphics engine.

The default implementation of JPGL provides an OpenGL graphics API layer. Included features are:

  • scene graph/node object
  • 2D and 3D shape primitives
  • camera object
  • light objects
  • a GLSL shader implementation
  • textures
  • materials (with ability to load from Wavefront .MTL file)
  • transformation object
  • Wavefront .OBJ model importer
  • screenshot support
  • support for multiple OpenGL contexts
  • OpenGL display list caching for selected drawing
  • geometry data is shared between all shape primitives of same type
  • dynamically deformable mesh object
  • loft object (lofts from one profile line to another)
  • particle system object with OpenGL PointSprite extension support
  • vector, matrix, and quaternion wrappers (using Sharp3D.Math underneath)

Sharp3D.Math donations

Projects, Sharp3D.Math June 15th, 2005

I was recently asked by wout (www.woutware.com) about ways to donate money to Sharp3D.Math.
The best way for me to recieve money (without the banks taking most of it as fees) is simple by sending an amazon gift certificate to my email address which is eran *AT* ekampf.com.

Of course, all donations are welcome… ;-)

Btw, if you wish to donate code or have any other comments\questions about the project feel free to email me to the address above…

DXF Library\Viewer using Sharp3D.Math

Projects, Sharp3D.Math May 1st, 2005

I got an email from Wout who is using Sharp3D.Math for his DXF class library\viewer projects.

Check his site out at http://www.woutware.com

Organizing your code

.NET, Architecture, Development, Projects, Sharp3D.Math April 2nd, 2005

Scott Hanselman has posted a very interesting blog entry about organizing the code for software projects.

A particular interest in the post is the use of NTFS Junction points.
It could be usefull for sharing version information (take versioning out of AssemblyInfo.cs and put it in a shared file using junctions).

My own projects are organized in a rather hectic way which currently makes the process of building and releasing much more complex than it should be.

Note to self : Organize Sharp3D’s code :)

It has been a while…

Musing, Projects, Sharp3D.Math January 18th, 2005

It has been a while since I last bloged and I regret that….

So whats new?

I quit my job at the IDF and applied for a position as a .NET programmer at SAP.
This means I will be also moving to my own place somewhere near SAP to avoid the long trips to\from work (now that I’ll be able to afford it)

I just finished the final project at the Compilers course I am taking this semester and currently busy studying for the finals at the end of January.

I have neglected Sharp3D.Math 2.0 for a while but I plan to get back on it ASAP.
I would like to thank Wout de Zeeuw for donating 150$ for Sharp3D.Math (through Amazon.com which does not charge outrageous fees like them banks…).

On the 12.2-18.2 I plan to be on a ski vocation at Val Thorens Freestyle (everyone deserves a vocation :) )

Sharp3D.Math performance improvements

Projects, Sharp3D.Math January 9th, 2005

After doing some performance tests (suggested by Wout de Zeeuw) it became clear to me that using public fields instead of properties can boost the libraries performance by 10%-20% (!!!).

Replacing the static arithmetics methods also yields another 1%-2% performance boost.

Wout has applied these changes to the latest Sharp3D.Math release and I will go over these changes and make an official Sharp3D.Math release as soon as possible after my finals are over.

I will also release a test preview of version 2.0 of the library ASAP…

Stay tuned… :)

Sharp3D.Math v1.1.3 Released

Projects, Sharp3D.Math January 3rd, 2005

The new release contains several bug fixes.

Download the new release and check out the changes at the project’s homepage.

Test Driven Development (TDD) first impressions…

Architecture, Projects, Sharp3D.Math December 3rd, 2004

Well,

I have been using TDD for Sharp3D’s development process for few days now and it already helped me find several bugs.

At first I thought having to write all the tests code will just be a waste of time I could spend on adding features to the library but after some actuall work I noticed that working on the tests isn’t time cosuming as I thought and it helps me find some bugs I wouldn’t find otherwise and deliver a better product.

Having said that, I really have to say that the testing and refactoring capabilities in VS2005 are awsom. I only wish they would add performance testing capabilities (So I can define “test methods“ that would run and be time measured).

Oh and btw, notice the new Stopwatch class used to accuratly meaure times (for peformance etc…)