/*!
\page p_write_your_own Write Your Own Math Library

You should consider the math library not as a drop-in solution, but as a basket
of functionality that you can pick and choose from depending on your needs.
Alias the namespaces you need (mapping rw::math::vpu/fpu to
your_project::math), or create typedefs for types you care about. Maybe even
create a project specific <my_project_name_math.h> that your game-team (or even
better, sub-team) uses instead <rwmath.h>. When you decide to switch your
particular area from the FPU to the VPU, you can just flick the typedef or
namespace around, and things should compile again relatively quickly.

We will be providing more information about how you can use the math library in the future.  Some of
our users are already experimenting with ways of switching from FPU to VPU math and vice-versa.  This
allows them to take advantage of the performance of VPU operations in release, and get better debug performance
using the FPU.

Importing math into your own namespace also allows you to easily add your own
math functions without creating a new namespace, and without "hijacking" our
namespace.

*/
