out of curiosity, when and/or how often do these high-performance math libraries get folded into game physics engines? Like would Blaze offer any sort of advantage if you were to develop a new 3d soft/hard body physics engine?
The codebases I've seen in many game physics engines seem to all roll their own minimal math libraries for these stuff, or even just use SIMD (SSE / AVX) intrinsics directly. Examples: PhysX (https://github.com/NVIDIA-Omniverse/PhysX), Box2D (https://github.com/erincatto/box2d), Bullet (https://github.com/bulletphysics/bullet3)...