Game Physics Engine Using Optimised Geometric Algebra RISC-V Vector Extensions Code Using Fourier Series Data
摘要
We describe an example of using a Geometric Algebra algorithm to compute motion in a game physics engine, we optimise the Geometric Algebra algorithm using GAALOP and utilise RISC-V Vector Extensions (RVV) to perform computations on vectors, we combine this with vectors used to represent a number of Fourier series to model x, y and z components of gravity, wind and surface friction. When RISC-V Vector Extension devices become available, we anticipate this method will lead to performance improvements over alternative approaches.