ludic/docs/language/camera
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feat(camera): #78 deterministic Camera.zoom (Q16.16 render-time zoom)
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>
2026-09-02 06:55:37 +03:00
..
_section.md feat(rendering): add Screen.camera/clip/blend_mode/oval + Camera.* + Screen.pixel (#23) 2026-08-31 13:43:01 +03:00
camera-follow.md feat(rendering): add Screen.camera/clip/blend_mode/oval + Camera.* + Screen.pixel (#23) 2026-08-31 13:43:01 +03:00
camera-set.md feat(rendering): add Screen.camera/clip/blend_mode/oval + Camera.* + Screen.pixel (#23) 2026-08-31 13:43:01 +03:00
camera-shake.md feat(rendering): add Screen.camera/clip/blend_mode/oval + Camera.* + Screen.pixel (#23) 2026-08-31 13:43:01 +03:00
camera-zoom.md feat(camera): #78 deterministic Camera.zoom (Q16.16 render-time zoom) 2026-09-02 06:55:37 +03:00