Original Post
I'm currently working on my game engine, but I had a question about the "math system/support" for an engine. Q: In your engine, do you have a support system that contains all the math used in your engine? Or are you just using the DirectX math library? I ask this because currently I have support for: Vectors (4d), Matrices (4x4), Euler Angles, Quaternions, Lines, P-Rays, AABB, and Planes. Which I've tested them against linear alg. books and DirectX's math support system. But I'm curious, if creating your know math support system is worth the extra work, and a better path to follow when developing a game engine? Thanks a head of time for the replies.