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nage/workshop/steps/08-resolve/README.md
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2026-09-04 13:57:52 +02:00

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# 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
```