These are the shortest on-ramp notes in this category and the ones most likely to be usable immediately in contest practice.
Orientation and Cross Product
The intended emphasis is contest geometry that survives integer arithmetic, not coordinate-free elegance for its own sake.
Reliable primitives first, then hulls, sweeps, and polygon routines.
Geometry notes will stay deliberately narrow: sturdy predicates first, then the contest routines that grow out of them. The main goal is to avoid fragile floating-point reasoning when integer geometry is enough.
The current coverage starts with the integer-geometry basics that most later routines depend on: orientation tests, segment interaction, hull construction, and polygon classification. From there the natural next layer is calipers, closest-pair style routines, and more global sweep-line reductions.
The labels are not cosmetic. They are there to signal the amount of prerequisite structure and implementation fragility you should expect before opening the note.
These are the shortest on-ramp notes in this category and the ones most likely to be usable immediately in contest practice.
Orientation and Cross Product
These notes assume the base routine is already familiar and focus on the first real structural upgrades.
Convex Hull, Line Intersection, Point in Polygon
These are the notes where proofs, reductions, or implementation details become the main bottleneck.
Rotating Calipers, Closest Pair
These are the finished note pages in this category, each with rendered TeX, C++ code, references, and practice suggestions.
The core integer-geometry predicate behind turns, area tests, segment intersection, and hull construction.
Build the outer envelope of a point set with monotone chain and use it as the basis for many geometry reductions.
Reliable line and segment intersection tests built on orientation, with exact predicates and careful boundary handling.
Classify a point as outside, on the boundary, or inside a polygon with a contest-ready ray-crossing routine.
Walk two pointers around a convex polygon to enumerate antipodal structure without restarting from scratch.
Find the nearest pair of points in O(n log n) with divide and conquer and a y-sorted strip check.
The default order follows each note's dependency weight: early notes establish primitives, later notes reuse them or assume the same invariants without re-explaining them.
The core integer-geometry predicate behind turns, area tests, segment intersection, and hull construction.
Build the outer envelope of a point set with monotone chain and use it as the basis for many geometry reductions.
Reliable line and segment intersection tests built on orientation, with exact predicates and careful boundary handling.
Classify a point as outside, on the boundary, or inside a polygon with a contest-ready ray-crossing routine.
Walk two pointers around a convex polygon to enumerate antipodal structure without restarting from scratch.
Find the nearest pair of points in O(n log n) with divide and conquer and a y-sorted strip check.
These are still intentionally shown as planned or outline topics rather than shallow filler. The branch should feel incomplete in honest places instead of fake-complete everywhere.
Raw files are still available here when you want the original TeX, C++, or statement assets.