With the new TFloat type, I can easily change between double or single precision. With games, high precision is not often required so single precision is usually more than enough.

I'm looking at using the convex hull routines for implementation of terrain analysis in an RTS (based on the article "Terrain Analysis in an RTS - The Hidden Giant" in Game Programming Gems 3). In that article they use Graham's method (from "Computational Geometry in C" by Joseph O'Rourke) for calculating the convex hull. What method do you use?

[edit]Ahh, okay. I hadn't looked close to see the comment in ConvexHullUnit that says you use the Graham-scan method.