SIMD math library for game developers
Tested on x86_64 and AArch64.
Provides ~140 optimized routines and ~70 extensive tests.
Can be used with any graphics API.
Documentation can be found here.
Benchamrks can be found here.
An intro article can be found here.
How to get dependencies
- specific version: zig fetch --save https://github.com/zig-gamedev/zmath/archive/refs/tags/<REPLACE ME>.tar.gz
- main branch version: zig fetch --save git+https://github.com/zig-gamedev/zmath.git
Example build.zig
pub fn build(b: *std.Build) void {
    const exe = b.addExecutable(.{ ... });
    const zmath = b.dependency("zmath", .{});
    exe.root_module.addImport("zmath", zmath.module("root"));
}Now in your code you may import and use zmath:
const zm = @import("zmath");
pub fn main() !void {
    //
    // OpenGL/Vulkan example
    //
    const object_to_world = zm.rotationY(..);
    const world_to_view = zm.lookAtRh(
        zm.f32x4(3.0, 3.0, 3.0, 1.0), // eye position
        zm.f32x4(0.0, 0.0, 0.0, 1.0), // focus point
        zm.f32x4(0.0, 1.0, 0.0, 0.0), // up direction ('w' coord is zero because this is a vector not a point)
    );
    // `perspectiveFovRhGl` produces Z values in [-1.0, 1.0] range (Vulkan app should use `perspectiveFovRh`)
    const view_to_clip = zm.perspectiveFovRhGl(0.25 * math.pi, aspect_ratio, 0.1, 20.0);
    const object_to_view = zm.mul(object_to_world, world_to_view);
    const object_to_clip = zm.mul(object_to_view, view_to_clip);
    // Transposition is needed because GLSL uses column-major matrices by default
    gl.uniformMatrix4fv(0, 1, gl.TRUE, zm.arrNPtr(&object_to_clip));
    
    // In GLSL: gl_Position = vec4(in_position, 1.0) * object_to_clip;
    
    //
    // DirectX example
    //
    const object_to_world = zm.rotationY(..);
    const world_to_view = zm.lookAtLh(
        zm.f32x4(3.0, 3.0, -3.0, 1.0), // eye position
        zm.f32x4(0.0, 0.0, 0.0, 1.0), // focus point
        zm.f32x4(0.0, 1.0, 0.0, 0.0), // up direction ('w' coord is zero because this is a vector not a point)
    );
    const view_to_clip = zm.perspectiveFovLh(0.25 * math.pi, aspect_ratio, 0.1, 20.0);
    const object_to_view = zm.mul(object_to_world, world_to_view);
    const object_to_clip = zm.mul(object_to_view, view_to_clip);
    
    // Transposition is needed because HLSL uses column-major matrices by default
    const mem = allocateUploadMemory(...);
    zm.storeMat(mem, zm.transpose(object_to_clip));
    
    // In HLSL: out_position_sv = mul(float4(in_position, 1.0), object_to_clip);
    
    //
    // 'WASD' camera movement example
    //
    {
        const speed = zm.f32x4s(10.0);
        const delta_time = zm.f32x4s(demo.frame_stats.delta_time);
        const transform = zm.mul(zm.rotationX(demo.camera.pitch), zm.rotationY(demo.camera.yaw));
        var forward = zm.normalize3(zm.mul(zm.f32x4(0.0, 0.0, 1.0, 0.0), transform));
        zm.storeArr3(&demo.camera.forward, forward);
        const right = speed * delta_time * zm.normalize3(zm.cross3(zm.f32x4(0.0, 1.0, 0.0, 0.0), forward));
        forward = speed * delta_time * forward;
        var cam_pos = zm.loadArr3(demo.camera.position);
        if (keyDown('W')) {
            cam_pos += forward;
        } else if (keyDown('S')) {
            cam_pos -= forward;
        }
        if (keyDown('D')) {
            cam_pos += right;
        } else if (keyDown('A')) {
            cam_pos -= right;
        }
        zm.storeArr3(&demo.camera.position, cam_pos);
    }
   
    //
    // SIMD wave equation solver example (works with vector width 4, 8 and 16)
    // 'T' can be F32x4, F32x8 or F32x16
    //
    var z_index: i32 = 0;
    while (z_index < grid_size) : (z_index += 1) {
        const z = scale * @intToFloat(f32, z_index - grid_size / 2);
        const vz = zm.splat(T, z);
        var x_index: i32 = 0;
        while (x_index < grid_size) : (x_index += zm.veclen(T)) {
            const x = scale * @intToFloat(f32, x_index - grid_size / 2);
            const vx = zm.splat(T, x) + voffset * zm.splat(T, scale);
            const d = zm.sqrt(vx * vx + vz * vz);
            const vy = zm.sin(d - vtime);
            const index = @intCast(usize, x_index + z_index * grid_size);
            zm.store(xslice[index..], vx, 0);
            zm.store(yslice[index..], vy, 0);
            zm.store(zslice[index..], vz, 0);
        }
    }
}