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Geometry

Deep

Geometry becomes much easier once you treat it as a small set of trusted primitives plus a few recurring structures.

Use This Area When

  • the clean solution is about points, lines, orientation, or area relations
  • most of the difficulty is in conventions, predicates, and degeneracy handling
  • the problem can stay integer if you choose the right primitives

Start With One Route

If your bottleneck is... Open first Then
basic predicates and conventions Vector And Orientation Segment Intersection, Polygon Area And Point Location
hull and convex reasoning Convex Hull Minkowski Sum, then Half-Plane Intersection
event ordering and global distance Sweep Line Nearest Pair of Points, Counting Geometry

Core Progression

  1. Core first
  2. Vector And Orientation
  3. Segment Intersection
  4. Polygon Area And Point Location

  5. Then add

  6. Convex Hull
  7. Sweep Line
  8. Nearest Pair of Points
  9. Counting Geometry

  10. Deep later

  11. Minkowski Sum
  12. Half-Plane Intersection
  13. circle and precision-heavy extensions outside the current core

Good First Repo Anchors

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Go Deeper