# Step 08 — Resolve (move _to_ the wall, not through it) Detection is done. Now for **response** — actually reacting to the hit. This first half is almost embarrassingly small, but it introduces the idea the whole loop (step 10) is built on: **the frame isn't all-or-nothing.** ## Concept `sweptAABB` hands you a `Hit` with a `time` between 0 and 1 — the fraction of the frame at which you'd collide. So instead of moving the full displacement `v` (which would bury you inside the wall), you move only the part of it that happens _before_ impact: ``` no hit → newPos = pos + v (nothing in the way: take the whole move) hit at t → newPos = pos + v * t (stop exactly at the contact point) ``` That's it — you already have `add` and `scale`; this is them, gated on the hit. ### The leftover that matters Here's the seed for step 10: if you hit at `t = 0.3`, you only used **30%** of this frame. The other **70%** is still owed to the player — they should keep moving for the rest of the frame, just not _into_ the wall. That leftover time is exactly why sliding (step 09) and the loop (step 10) exist. A collision doesn't end the frame; it **interrupts** it. > Real-engine footnote: production code usually moves to `t - EPSILON` (a hair > _short_ of contact) so floating-point error can't leave the box a sliver > inside the wall, where the next frame's sweep would start already-overlapping. > Your `nage` does this with `Math.max(0, time - EPSILON)`. We keep the kata > exact so the numbers stay clean — just know that tiny backoff is there for a > real reason. ## Task Implement `resolve(pos, v, hit)` in `resolve.ts`: return the full move when `hit` is `null`, otherwise the position at contact. `vec/add/scale` and the `Hit` type are in `given.ts`. ```sh bun test workshop/steps/08-resolve ```