Tcll 66 Posting Whiz in Training Featured Poster

Note: this isn't a questional thread.

I need help in building an accurate and efficient Vector class which supports 1D to 4D vectors with their various manipulation/transformation methods.
in the end, I want the result to be a reference for other users to copy from.

this class is not meant for gaming, so performance is only an issue when this class is accessed.

if any of you are familiar with my program "Universal Model Converter", this class is for the current version.
(I'm starting from scratch and want to rewrite everything how it should be written in full)

So I need it to be able to support various input data types and assume the best storage method for the input data.
(based on the data's input type (not just int/float))
I have data types defined in my program for simulating C++ storage types:
BU8
S8
...
BF32
U64

and I also have data types for undefined lengths:
BF_
U_
...

yes, common sense applies, B is for Big. ;)

the storage is basically a method for lossless compression, with an optional lossy compression.
(you specify the (quality vs performance) operations after the buffers are filled)
^default should be in favor of original quality with best available performance

I also need the class to be able to store it's raw position with it's transformed position.
(since input/output can be either raw or transformed)
^ yes, there are model formats for both types (OBJ/DAE (transformed) vs DAT/MDL0(Nintendo) (raw))

this will aid in faster processing between conversion and display.
(GL will need to copy from the raw coords)

note: you don't have to code unless you want to...
but I at least need accurate references that can be added to the code.

thanks for any and all help :)