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nage/workshop/README.md
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2026-07-11 17:48:28 +02:00

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# Physics Kernel Workshop
A from-scratch, test-driven path to a working 2D **swept collision** engine —
the same kind that lives in `nage`, but stripped of rendering, scenes, ECS, and
every other distraction. Just the physics, one tiny step at a time.
## How it works (LeetCode style)
Each folder under `steps/` is one self-contained kata:
- `README.md` — the concept (taught from zero) and the task.
- a stub file — the function(s) **you** implement. They start by `throw`ing.
- a `*.test.ts` file — the validator. Red until you implement it, green when you're done.
- sometimes a `given.ts` — prerequisites from earlier steps, already finished, so
you only ever implement the **one new idea** of this step.
### Run one step
From the project root:
```sh
bun test workshop/steps/01-vectors
```
Red (failing) is the starting state. Implement the stub until it goes green, then
ping me and I'll validate + unlock the next batch.
> Skip nothing silently, but blast through what you already know — the early steps
> are deliberately trivial so the test loop becomes muscle memory before the hard
> rungs.
## The ladder
Each rung is a concept that the real `nage` physics depends on. We climb until
the top rung *is* a working engine.
**Batch 1 — foundations (these files exist now):**
- [x] `01-vectors` — vectors as pairs of numbers: add, sub, scale
- [x] `02-vectors-length` — length, normalize (and the zero-vector trap), dot
- [x] `03-integration` — `pos += vel * delta`, and why framerate independence matters
- [x] `04-aabb` — axis-aligned boxes, point-in-box, box overlap (the *discrete* test)
- [x] `05-sweep-1d` — the **entry/exit time** of a moving point against an interval. The seed of everything.
**Batch 2 — the swept core (these files exist now):**
- [x] `06-ray-vs-aabb` — combine two 1D sweeps into one: ray vs box, with the surface **normal**
- [x] `07-swept-aabb` — the **Minkowski** trick: shrink the moving box to a point, reuse step 06
**Batch 3 — response (these files exist now):**
- [x] `08-resolve` — stop at the moment of contact (`t`), not after
- [x] `09-slide` — subtract the into-the-wall part of velocity and keep going along the wall
**Batch 4 — the real loop + payoff (these files exist now):**
- [x] `10-move-and-slide` — the full loop: multiple obstacles, iteration cap (relative velocity explained)
- [x] `11-capstone` — a canvas demo (no test — just run it and play)
When step 11 is green you'll have re-derived your own engine's heart — and walking
back into `sweptAABB` should feel like reading your own handwriting again.