There's always a couple things that greatly expand on what you can do with programming. If vectors peaked your interest, you should also look into three dimensional vectors, dot and cross products of vectors, matrices, and integrals and derivatives.
For example, with dot and cross products you can make a triangle from two wedges that connect three points anywhere in space. I used it for terrain for a while before I realized having as many parts as I did was unrealistic for a playable sized map.
@RedcommanderV2 Okay, I suppose maybe for actual crashes it wouldn't, but there's nothing else we can do about that outside of implementing autosaves, and again not the goal of this tutorial.
Besides, autosaves aren't a requirement. While autosaving is now adopted my a lot of video-games, games have relied on the user to manually save for a long time. Plus, there are games where an autosave system simply would not work.
Just wanted to add to this post because I strongly disagree with the use of StreamingEnabled. It is very old technology that has yet to major improvements in years since its introduction in 2013. There is no way to customize the view distance and Roblox has locked it into only a couple hundred studs meaning it is completely useless for open world games. If your game is that laggy enough that you consider to enable it to fix the lag, it would be much more useful to simply tackle the bugs and inconsistencies that is lagging your game in the first place. If you are looking for a solution for chunk loading in Roblox I recommend either creating your own chunk loader, or worse, using StreamingEnabled and a custom chunk loader combination to load in distant objects. I think we would all appreciate a overhaul of the whole StreamingEnabled system as it could vastly improve our game spaces.
There was a recent update for adjusting view distance.
@Link150 Just updated it, hopefully a lot better! If you notice any more mistakes or improvements I could make, I am open to suggestions. All I want to make is a reliable source for people, so they too can do inverse kinematics. I didn't have many resources that clearly explained a single joint IK equation in a simplistic way. (for roblox)