<https://github.com/piegfx/Warp/tree/main/src/Warp.Math> here's my current generic math implementati
https://github.com/piegfx/Warp/tree/main/src/Warp.Math here's my current generic math implementations if its of any use
Sin<byte>Length()Vector2.Length in a lot of places anywayScalar.Sqrt<byte>(64) would do the correct thingreturn (T) (object) (sbyte) (float) Math.Sqrt((float) (sbyte) (object) x); its not optimized - but should work finereturn (T)(object)(sbyte)(float)Sse.SqrtScalar(Vector128.CreateScalarUnsafe((float)(sbyte)(object)x)).ToScalar();MATHF preprocessor define that is used in some places)Sin<byte>Length()Vector2.LengthScalar.Sqrt<byte>(64)return (T) (object) (sbyte) (float) Math.Sqrt((float) (sbyte) (object) x);return (T)(object)(sbyte)(float)Sse.SqrtScalar(Vector128.CreateScalarUnsafe((float)(sbyte)(object)x)).ToScalar();MATHF