@ced0shaking my head while looking at a software rasterized quad in zig
not following a tutorial or anything, just seeing how much I can do with the vector math I already know
I think calling @sin or @cos means your executable gets linked to the CRT which adds 60kb to my executable; if I can find a pure zig implementation of cos/sin, I can knock the executable size back down to ~4kb
I also think the quad grows in size a little bit when it's rotated because my tangent and normal aren't actually perpendicular π³
ideally instead of setting the entire tangent vector, I could just set the "angle" and have my quad be an axis + angle combo,
but I'm not sure what the vector math looks like for that. I know if I have two perpendicular vectors I can get a third orthonormal basis using the cross product, but I'm not sure how to go from one perpendicular vector to 2 short of quaternions or rotation matrices (surely there's an easier way?)@matthew0smh π΄ β> shakingmy.horse

@thestarmansart0My brother and I cleaned, laid gravel, and spread chips in a horses stall today! Hot work lol

@pragyarajfb130Tried out new boots for riding today, had a nice time at the stable with the horsesππ!