01 // PROJECT AT A GLANCE
101PONG
CThe maths of a ball in flight: speed, future position and angle of arrival on the paddle.
A first applied mathematics project: from two successive positions of a ball in 3D, recover its velocity vector, predict where it will be n instants later, and compute at what angle it will reach the paddle — or establish that it never will. Behind the game lies a fundamental tool of every game engine, vector manipulation, and the chance to check your formulas somewhere other than on an exam paper.
A program computing a ball's velocity vector from two successive positions, its coordinates after n time units, and the angle at which it will reach the paddle of the z = 0 plane.
PRIMARYC
DELIVERYTEAM RECORD
VERIFICATIONCriterion
SOURCEINSPECTOR READY
03 // KEY OUTCOMES
- Recovering a velocity from two positions, then deriving a trajectory — the basic building block of every game engine
- Deciding whether the ball will ever reach the paddle's plane before even computing the angle
- Hundredth-precision output imposed: floating-point rounding is part of the subject
BEYOND THE BRIEF
- Criterion tests on the vector computation
04 // SOURCE TREE
READING SOURCE…