(physics_data.velocity + omega * change) * frame_delta_time
to
physics_data.velocity.add(omega.mul(change)).mul(frame_delta_time)
We learn to read and think about math a certain way, which is incompatible with Zig. Also, Zig's design philosophy of "reading code over writing code" is incompatible with the kind of small modification-test-cycles required when doing games, and creative programming in general. So Zig is sort of DOA anyway for that kind of thing.
But I've been using Zig for non-game projects and it's been fantastic, so definitely not "Blind leading the blind" for the overall language design, imo.
math("(v + Ω * c) * Δt", .{ .v = physics_data.velocity, .@"Ω" = omega, .c = change, .@"Δt" = frame_delta_time})
I know this is already possible with comptime, though I haven't implemented it yet since I haven't needed vector math in what I'm working on currently. Can't decide whether using math names is better or worse than using the full variable names though. x = x.add(step.mul(2)).mod(width)
Or in C x = imod(iadd(x, imul(step, 2)), width)
vs x = (x + 2*step) % width
For me the answer is very simple: Operators make it easier to read the code which makes it easier to spot bugs. It also makes it easier to turn formulas from textbooks into code.If 50% of the code you're working with is using vectors and matrices, not having operators for those parts is quite annoying.
Note that you can have vector operators without overloading, e.g. Odin has built in vector and matrix types.
But personally I think it's better to give the user more power instead of only letting the compiler author pick which types to allow operators on. Like how Java overloads + but only on the String class. Why do they get to do it, but not me?
const @"<+>" = @import("operator_module").plus;
...
const x = (a <+> b);I mean as an avid Lisp fan, I feel like Lisp basically answers the question of how much syntax you need in a langauge. I must admit though, not having to deal with operators precedence is really nice
(mod (+ x (* 2 step)) width)