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  • I think you're asking specifically about floating-point functions/subroutines, not algorithmic efficiency (e.g. don't take sqrt when not necessary, just compare squared-distances directly), big-O or bytecode in general? "looking for a resource... about the implementation of all the python library functions" is way too general. Also, the bytecode compiler is getting improvements every version, as of 2024 the current release is 3.12; see the whatsnew. As to optimizations of floating-point esp. for 2D/3D games, there are tons of discussions on that since the 1970s, see those. Commented Mar 4, 2024 at 22:44
  • e.g. for collision detection, bounding-boxes in 3D were developed to use octrees as a data structure that can quickly be searched. There's about half a century of literature on that, going back to C and assembler. See also e.g. gamedev.stackexchange.com/questions/tagged/collision-detection . Always look first for high-level algorithmic and data-structure optimizations like octrees, not low-level stuff. Commented Mar 4, 2024 at 23:05
  • One legendary eighties compilation of efficient F-P algorithms for graphics is the "Graphics Gems" series of books, free PDFs and repo online. Commented Mar 5, 2024 at 0:06