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01 // PROJECT AT A GLANCE

101PONG

C

The 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
MEDIA ATTACHMENTS (Images, Photos, Videos)

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

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