Very cool package, I learnt quite a bit about computational geometry. I was trying to think about how you could avoid the BigInt calls. As I understand it, for 2d orientation checks, you need to compare:
(ax - cx)*(by - cy) vs. (ay - cy)*(bx - cx) If you're restricting yourself to values on the interval [1.0,2.0], then the subtraction operations are all exact. For the multiplications, you can then either use double-double arithmetic [1], or convert to Int64s and use widemul to get an exact Int128 value. Of course, this doesn't work directly for the incircle or 3d checks, but this might be a good reason for me to implement triple- and quad-double arithmetic... -Simon [1] https://github.com/simonbyrne/DoubleDouble.jl
