# Geomancy > Linear is nice, but slow. Those are naughty, but a bit faster. * All data types are monomorphic, unpacked and specialized. * `Mat4` and `Vec4` are `ByteArray#`. * `Mat4`x`Mat4` and `Mat4`x`Vec4` is done with SIMD. ## The Numbers Storing a list of 1000 transformations (e.g. rendering instance data): ``` benchmarking 4x4 poke/1000/geomancy time 11.76 μs (11.66 μs .. 11.92 μs) 0.999 R² (0.998 R² .. 1.000 R²) mean 11.75 μs (11.69 μs .. 11.86 μs) std dev 283.4 ns (199.0 ns .. 399.0 ns) variance introduced by outliers: 26% (moderately inflated) ``` If you're willing to adjust your shaders, it's only 2.4 times slower. ``` benchmarking 4x4 poke/1000/linear time 28.29 μs (28.21 μs .. 28.38 μs) 1.000 R² (1.000 R² .. 1.000 R²) mean 28.40 μs (28.34 μs .. 28.50 μs) std dev 267.4 ns (145.5 ns .. 419.9 ns) ``` Keeping your shaders straight make the affair 6.1x slower. ``` benchmarking 4x4 poke/1000/linear/T time 73.70 μs (73.06 μs .. 74.49 μs) 1.000 R² (0.999 R² .. 1.000 R²) mean 72.77 μs (72.50 μs .. 73.22 μs) std dev 1.129 μs (793.5 ns .. 1.580 μs) ``` Folding down a `gloss`-style scene graph is where it is all started: ``` benchmarking 4x4 multiply/1000/geomancy time 20.79 μs (20.77 μs .. 20.83 μs) 1.000 R² (1.000 R² .. 1.000 R²) mean 20.80 μs (20.78 μs .. 20.83 μs) std dev 76.71 ns (60.01 ns .. 99.06 ns) benchmarking 4x4 multiply/1000/linear time 173.9 μs (173.6 μs .. 174.4 μs) 1.000 R² (1.000 R² .. 1.000 R²) mean 173.5 μs (173.2 μs .. 174.4 μs) std dev 1.733 μs (727.8 ns .. 3.422 μs) ``` Add that time to the poking that'll follow. Sure, it is in the lower microseconds range, but this budget can be used elsewhere. ## Conventions ### Matrix layout Transforms produced, composed, and applied to mimic the GLSL order (col-major): - `vec4 vPosOut = P * V * M * vPosIn;` - `vPosOut = (p <> v <> m) !* vPosIn` This way you don't have to transpose your transforms or fiddle with layout annotations. ### Projections / Views `Geomancy.Vulkan.Projection` is using the "reverse-depth" trick that remaps the vulkan default `[0; 1]` range to `[1; 0]`. This grants extra precision with one less parameter to specify (you only need "near" now), but makes handedness reasoning tricky. The default depth range the coordinate is left-handed (+X right, +Y down, +Z forward). But after reversing the depth it has to be paired with a right-handed view function like `Geomancy.Vulkan.View.lookAtRH`. The intended up vector is still `vec3 0 (-1) 0` -- +Y down. Silly as it sounds, this matches the XY plane of the window with XY plane in front of a "first person" camera. ### Rotations Axis rotations (using `rotateQ`) will appear clockwise when looking along the axis. Angle rotations follow Tait-Bryan angles (heading/elevation/bank or yaw/pitch/roll) in the y-x-z frame. - `rotateZ (time * rate)` will follow the clock hands in 2D scenes and roll in 3D. - `rotateX` will follow the sun from sunrise to sunset, increasing elevation / pitching UP. - `rotateY` will turn you right, increasing yaw/heading eastwards. Using `Geomancy.Quaternion.intrinsic roll pitch yaw` will make a rotation from the 3 angles in one go. You can use it to `rotate` a point directly (e.g `vec3 0 0 1` to get a direction vector from Quaternion) or commit to a matrix using `Transform.rotateQ`. ![yaw-pitch-roll](./yaw-pitch-roll.svg) You're of course free to define your own transforms, just copy the modules and tune to your liking. Just make sure that you use matching row/column constructors and the math layer will do the rest, fast. ## GLSL-like functions To further facilitate conversion between the host and shader code `Geomancy.Gl.Funs` provides common functions like `glFract` and `smoothstep`.