feat(camera): #78 deterministic Camera.zoom (Q16.16 render-time zoom)
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The #78 investigation rejected hardware f32/f64 for the coordinate types
(they would desync lockstep/replay/save) and identified camera zoom as the
one genuinely-missing render feature. Ship it: Camera.zoom(scale) scales the
whole view about the screen centre by a Q16.16 factor, threaded through the
same two framebuffer chokepoints (rt_put_px/rt_fill_rect) that carry the
camera offset, so it composes with Camera.set/follow/shake. Gated by an
internal rt_cam_zoomed flag so a game that never zooms renders byte-for-byte
identically (golden renders unchanged); Camera.zoom(1.0) turns it back off.
The world coordinate types stay integer px + Q16.16 velocity, so it's a pure
render-time transform and itself deterministic.

Example examples/library/camera_zoom.ludic (pixel-readback verified),
docs page, RFC updated (docs/RFC-POSITION-TYPES.md). Full suite 105/0,
fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-02 06:55:37 +03:00
parent 5af5bdd060
commit 6a83c28e05
8 changed files with 14932 additions and 14780 deletions

View file

@ -183,6 +183,7 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
if (meth == "set") { bare = "camera"; push(labels, "x"); push(labels, "y") }
if (meth == "follow") { bare = "camera_follow"; push(labels, "x"); push(labels, "y"); push(labels, "lerp") }
if (meth == "shake") { bare = "camera_shake"; push(labels, "amount") }
if (meth == "zoom") { bare = "camera_zoom"; push(labels, "scale") } # #78 deterministic Q16.16 zoom
}
if (ns == "Map") {
if (meth == "size") { bare = "map_size"; push(labels, "width"); push(labels, "height") }

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