I am reading a book on 2D game programming and am being walked through a 3x3 matrix class for linear transformations. The author has written a method for multiplying two 3x3 matrices as follows.
public Matrix3x3f mul(Matrix3x3f m1)
{
return new Matrix3x3f(new float[][]
{
{
this.m[0][0] * m1.m[0][0] // M[0,0]
+ this.m[0][1] * m1.m[1][0]
+ this.m[0][2] * m1.m[2][0],
this.m[0][0] * m1.m[0][1] // M[0,1]
+ this.m[0][1] * m1.m[1][1]
+ this.m[0][2] * m1.m[2][1],
this.m[0][0] * m1.m[0][2] // M[0,2]
+ this.m[0][1] * m1.m[1][2]
+ this.m[0][2] * m1.m[2][2],
},
{
this.m[1][0] * m1.m[0][0] // M[1,0]
+ this.m[1][1] * m1.m[1][0]
+ this.m[1][2] * m1.m[2][0],
this.m[1][0] * m1.m[0][1] // M[1,1]
+ this.m[1][1] * m1.m[1][1]
+ this.m[1][2] * m1.m[2][1],
this.m[1][0] * m1.m[0][2] // M[1,2]
+ this.m[1][1] * m1.m[1][2]
+ this.m[1][2] * m1.m[2][2],
},
{
this.m[2][0] * m1.m[0][0] // M[2,0]
+ this.m[2][1] * m1.m[1][0]
+ this.m[2][2] * m1.m[2][0],
this.m[2][0] * m1.m[0][1] // M[2,1]
+ this.m[2][1] * m1.m[1][1]
+ this.m[2][2] * m1.m[2][1],
this.m[2][0] * m1.m[0][2] // M[2,2]
+ this.m[2][1] * m1.m[1][2]
+ this.m[2][2] * m1.m[2][2],
},
});
}
If I personally needed to write a method to do the same I would have come up with some nested loop which did all of these calculations automatically, I am assuming that perhaps the author has written it out this way so that people with little math background can follow along easier.
Does this sound like a fair assumption or could a nested loop version of this method possibly cause performance issues when used heavily in a loop where performance is vital?
I think this is a performance issue. If you use a loop, it will use a lot of jumping orders, since every iteration it needs to check "if cond goto ___". You should read this post on Branch Prediction and also learn a bit on computer architecture to understand how instructions affects performance, in this case I think you might find caching interesting.
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