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>
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bump: minor
type: feat
Deterministic camera zoom (#78) — Camera.zoom(scale) scales the whole view about the screen centre by a Q16.16 factor (1.0 = none, 2.0 = 2x in, 0.5 = out). It rides on the same two framebuffer chokepoints (rt_put_px / rt_fill_rect) that already carry the camera offset, so it composes with Camera.set/follow/shake, and it is a render-time transform — the world coordinate types stay integer pixels + Q16.16 velocity, so lockstep, replay and world_save are untouched, and the zoom itself is deterministic. 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. This is the concrete outcome of the #78 position-types investigation (docs/RFC-POSITION-TYPES.md), which rejected hardware floats for the deterministic coordinate core and identified zoom as the one genuinely-missing render feature. Example: examples/library/camera_zoom.ludic (pixel-readback verified).