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Finish the unblocked "Math / Ease" half of #25: the fixed-point transcendentals deferred from #2. Vec.* stays blocked on the vec2 type in #1. - Math.exp, Math.log (natural), Math.pow — deterministic Q16.16 via two new prelude fns in emit_math_prelude: @fn_fx_exp2 (range-reduced 5th-order Taylor 2^f, then a clamped shift by the integer part) and @fn_fx_log2 (llvm.ctlz for the exponent + an atanh series on (m-1)/(m+1) for the mantissa). exp=2^(x·log2 e), log=log2(x)·ln2, pow=2^(b·log2 a). - Ease.elastic — ease-out elastic 2^(-10t)·sin((10t-0.75)·2pi/3)+1. - Pure integer IR, so bit-identical on every platform. Results must fit the Q16.16 range (|x| < 32768); larger magnitudes saturate (documented). Test selfhost/tests/transcend.ludic (registered in the self-host suite) + docs for all four. Reseeded; the C-free bootstrap fixpoint holds. All suites green (24 self-host, 45 regression, 29 tool). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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943 B
| id | name | category | kind | tokens | sig | tip | order | ns | member |
|---|---|---|---|---|---|---|---|---|---|
| math-pow | Math.pow | math | namespace-method | Math.pow | Math.pow(base, exp) -> fixed | base raised to a fixed exponent. | 31 | Math | pow |
Returns baseexp for base > 0 and any fixed exp, computed in Q16.16 as 2exp·log₂base — so non-integer exponents work (Math.pow(x, 0.5) is a square root, though Math.sqrt is cheaper and exact) and it stays bit-identical on every platform. Use it for gameplay curves that need a tunable exponent: damage falloff, easing shaped by a designer-set power, or compound-growth economies. Keep the result inside the fixed range (magnitudes below 32768); combinations that exceed it saturate.
program Demo {
handler Step phase Update {
let falloff = Math.pow(0.9, distance) # each unit keeps 90% of the effect
}
}