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:
# 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 ownmoveAndSlidefrom step 10 and check it feels identical (it will). - Add a wall to the
wallsarray. ChangeSPEED. Make the player bigger. - Try deleting the
EPSILONbackoff (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.