Timeline for How do I use these Unity math functions in Godot C#?
Current License: CC BY-SA 4.0
6 events
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| Oct 25, 2023 at 10:50 | comment | added | Mangata | @Jack Thanks for your reminder. You are right, the code in the question comes from Unity.Mathematics. I am not familiar with this package, so my answer was misleading. Anyway, translating Unity code to Godot C# is not a simple API switch, I will add a more accurate answer for this particular case. | |
| Oct 25, 2023 at 2:14 | comment | added | Jack | @Mangata the shader-like stuff is from the Unity.Mathematics package. It is often used to write shader-like code that runs on the cpu using the unity job system. | |
| Oct 24, 2023 at 21:24 | comment | added | Pikalek | @Mangata I figured adding an edit to your answer to address the comment made more sense than splitting the info off into another answer. Feel free to edit further as needed. | |
| Oct 24, 2023 at 21:21 | history | edited | Pikalek | CC BY-SA 4.0 | added code example to address lacking convenience methods |
| Oct 24, 2023 at 16:06 | comment | added | Ethan | This is the code I'm trying to convert github.com/aras-p/UnityGaussianSplatting/blob/main/package/… I don't know the codebase well enough to know if using int instead of uint would be fine with all the bitshifting, I also don't know how to implement the OpenGL Shading language into Godot C# Scripting. I don't know how they put a float3 inside a math.exp on line 22. I also don't know if a custom reciprocal or custom swizzle (new constructor) would work the same as the existing code. But if you could let me know? Also thank you for the Abs function I missed. | |
| Oct 24, 2023 at 7:01 | history | answered | Mangata | CC BY-SA 4.0 |