Great project!
Are vertex insertion and deletion also supported/accelerated?
What compromises are keeping this constrained to 32-bit? It seems like you could cut back on quantization error by increasing bits, but if you're doing some manual SIMD magic to get this performance I can understand sticking with 32 bits.
Neat, now do a 3D Delaunay tetrahedrization! :)
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from the site
> For large point sets, Delaunay32 is over 10× faster than delaunator-cpp and around 4× faster than Fade2D.