Analysis updated 2026-07-30 · repo last pushed 2020-04-18
Calculate angles and distances between game objects in a 3D world
Handle 3D camera rotations using quaternions to avoid gimbal lock
Perform 2D and 3D collision detection math for game physics
Run game math on constrained hardware without a full operating system
| veykril/vek | 00kaku/gallery-slider-block | 04amanrajj/netwatch | |
|---|---|---|---|
| Stars | — | — | 0 |
| Language | — | JavaScript | Rust |
| Last pushed | 2020-04-18 | 2021-05-19 | — |
| Maintenance | Dormant | Dormant | — |
| Setup difficulty | easy | easy | moderate |
| Complexity | 2/5 | 2/5 | 3/5 |
| Audience | developer | general | ops devops |
Figures from each repo's GitHub metadata at analysis time.
Just add vek as a dependency in your Rust project's Cargo.toml to get started.
If you're building a game, you constantly need to do math on positions, directions, and rotations in both 2D and 3D space. Things like moving a character forward, rotating a camera, or checking if two objects collide all rely on vector and matrix math. This project is a toolbox that gives game developers all of those mathematical operations in one ready-to-use package, so they don't have to write the complex calculations from scratch. At a high level, it provides the basic building blocks for spatial math: vectors (points and arrows in space), matrices (grids of numbers used to transform those points), and quaternions (a way to handle 3D rotations without getting stuck in a frustrating glitch known as gimbal lock). It also uses special hardware-level tricks to process multiple numbers at the exact same time, which keeps games running fast even when there are many calculations happening every single frame. A game developer working in the Rust programming language would use this to handle the math behind their game's visuals and physics. For example, if you are building a 3D world and need to calculate the exact angle between a player and an enemy, or figure out where a flying arrow will land, this library handles the heavy lifting. It is designed to be convenient and versatile, easily switching between flat 2D games and full 3D environments. One notable feature is that it can run in environments that don't have a standard operating system underneath them. This makes it suitable for specialized setups, like running directly on gaming hardware or inside very constrained systems. Beyond that practical detail, the README doesn't go into much further detail about the project's inner workings, pointing instead to an external wiki for deeper guides and explanations.
A Rust math library for game developers that provides vectors, matrices, and quaternions for 2D and 3D spatial calculations, with performance optimizations for fast real-time game math.
Dormant — no commits in 2+ years (last push 2020-04-18).
No license information is provided in the README, so check the repository for licensing details before using this project.
Setup difficulty is rated easy, with roughly 5min to a first successful run.
Mainly developer.
This repo across BitVibe Labs
Verify against the repo before relying on details.