# Step 11 — Capstone: watch your kernel run No test to make green here. This is the payoff. `game.js` contains the **exact engine you built** across steps 01–10 — the same `sweptAABB`, `slide`, and `moveAndSlide`, assembled into one file — wired to a canvas and the arrow keys. ## Run it It's a plain HTML file with no build step. Any of these work: ```sh # simplest: just open the file in a browser xdg-open workshop/steps/11-capstone/index.html # linux # or drag index.html into a browser window # or serve it (nicer, avoids any file:// quirks): bunx serve workshop/steps/11-capstone # then open the printed http://localhost:... URL ``` Arrow keys move the pink box. Run it into the border, the ledge, the pillar, the bar. Push diagonally into a wall and watch it **slide** along instead of sticking. That sliding is your step-09 `dot`-product projection. The fact that it stops _at_ the wall instead of tunneling through, even at speed, is your step-07 swept detection. The clean corners are your step-10 loop running twice in one frame. ## Make it yours (optional) - Open `game.js`. The top half is your kernel — read it and confirm it matches what you wrote. Swap in your own `moveAndSlide` from step 10 and check it feels identical (it will). - Add a wall to the `walls` array. Change `SPEED`. Make the player bigger. - Try **deleting the `EPSILON` backoff** (`Math.max(0, nearest.time - EPSILON)` → `nearest.time`) and push into a wall. Watch it stick and jitter. Then put it back. Now you've _felt_ why that line exists in your real engine. ## You're back That's the whole climb: pairs of numbers → sweeping a point → sweeping a box via Minkowski → detecting the hit → stopping and sliding → the full loop → a thing you can play. Every rung is a function that exists, by name, inside your real `engine/system/physics.ts`. Now go open the real `sweptAABB` with fresh eyes. You know exactly what every line is _supposed_ to do — so the two lines that don't should stand out. Happy hunting.