I've implemented the famous "Ritter's bounding sphere" algorithm. The code is based on the C++ code from "Real-time collision detection" (section 4.3.2, p.g 89) by Christer Ericson
Can you guess what part of my 3D engine I might be working on? ;) [if anyone is wondering: "Hey this is a circle not a sphere", well you'll be happy to know the code works for 3D points but this demo is 2D]