A continuation from my past attempt to create a better set of math algorithms for Unreal… this is kind of a tangent.
So far what it is becoming is a fully generalized STL implemented BLAS. I’m going to expose it to unreal eventually through a blueprint library, but I finished BLAS Level 1, and have implemented GEMV (which was a bear). In it’s current state it’s super untested, so let me know if you see something here that just isn’t right. I’m still relatively new to C++ so it wouldn’t shock me if this all caught fire after I turned my back.
As always, thanks for looking,