And perhaps, certain other problems, like computational geometry, are in fact just really fucking hard, no matter how you express them. Having some familiarity with the space, where the only really quality implementations are a massive GPL research code base in C++ (CGAL) and commercial C Libraries (Parasolid, SMLib), I lean towards this view.
I'm referring to computational geometry for manufacturing and engineering simulation applications, which is an entirely different beast (in particular, accurately tracking topology is much more important, and generally requires arbitrary-precision floats for degenerate cases).
I also implemented other algorithms from scratch for solid body operations, and here indeed arbitrary precision rationals were needed first, but then I could get it working with normal double arithmetic in a lot of cases later on; I didn't use Metal here though.
I find that libraries like CGAL etc. are just either too slow or not general enough for my purposes. The whole sector seems ripe for disruption via proper algorithms implemented on graphics cards.
Making a game is a hard problem.
See Lisp on Playstation 2: https://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp