Stefan Kewatt

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This was briefly gone over [here](https://github.com/craftworkgames/MonoGame.Extended/issues/510#issuecomment-398434410)

I have actually been looking into the .NET 5 code behind the `System.Numerics` namespace. There are loads of JIT optimizations and intrinsics running behind the scenes which greatly improve performance....

Something for that education piece there (although this does contain a bit of speculation/assumption from me, but it makes more sense to me): `Vector2` and all the "Vector*" data structures...

I completely agree. I have been working on SIMD with LOADS of `VectorXXX` use, and every time I try searching for "vectors" I get `std::vector` more often than not =/

> Also the ability to define usable types from templates, like `struct Point2f = Point2` . This does already exist, just on a per-file level. ``` using Point2f = MonoGame.Extended.Point2;...

There are quite a few features in there I would love for us to add, but I was getting overwhelmed just looking at all the different options in that article....

> `TiledMapTileset.GetTileRegion` accepts a local identifier, but TiledMapTile has a global identifier. Passing the global identifier in as the local parameter looks to work, but I'm not sure if this...

> The original intent was to only store the layers once in the Layers property and provide the ObjectLayers , TileLayers and ImageLayers properties simply as a convenient way to...

Thank you for linking those references. That is why before I try to put any time into creating any sort of solution I want to study how the rendering works...

@tdeeb > > TiledMapTileset.GetTileRegion accepts a local identifier, but TiledMapTile has a global identifier. Passing the global identifier in as the local parameter looks to work, but I'm not sure...