Command a squad. Dodge the watchtower. Nothing here is scripted — every movement,
every spotted-alarm, every shell arc is one of the formulas you just learned,
running live. Flip on x-ray to see the vectors doing the work.
click the ground to move your squad ↓
The battlefield · left-drag orbit · right-drag pan · click = move order
Hold the field
Click anywhere on the ground to order your six units there —
they'll arrive in formation. The enemy watchtower sweeps its vision cone; get caught inside
and it opens fire. The crane repairs the wounded, the drone patrols its Bézier loop, the minimap is a matrix, the crystals are a shader. All eleven chapters are on this field — find them in the list.
your squad is cyan · the tower is angry
I drive first — then the field is yours
X-ray the math
unit #1, live:
v = (0.0, 0.0) · steering…
matrix multiplication, live — unit #1's nose vertex:
09 · springs — health bars lerp, the flag spring-pops, 📷 follow-cam chases with a spring
10 · shaders — the crystals run a REAL GLSL toon+fresnel fragment shader
11 · 3D world — your orbiting is the View matrix; the minimap is Model→map
The point
this is what "game math" means —
No single formula here is hard. A subtraction, a dot product, a weighted sum, a lerp,
one integration step. But composed — seek + separate + arrive + spot + shoot + smooth —
they stop looking like math and start looking like behavior.
Every RTS, MOBA and tower-defense you've played is this loop with more zeros on the end.