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feat(assets): #82 incremental asset preloading + loading-scene pattern
Assets loaded synchronously in Boot stalled the first frame(s). Adds an
Assets.* preload queue over the #81 atlas: Assets.enqueue(name, path) queues a
named image without loading it, Assets.pump(max) loads up to max per frame
(returns how many), and Assets.total/loaded/ready/progress (0..100) drive a
progress bar. A loading scene pumps a few per frame, draws Assets.progress(),
and becomes the play scene once Assets.ready() — the deterministic, no-threads
form of async preloading (work spread across frames; same enqueue+pump order
loads identically every run). Loaded assets are reachable by name via
Assets.get / Sprite.named.

Example preload (enqueue 3, pump incrementally 0->33->66->100, ready flips, get
by name) prints 3 0 0 0 1 33 66 1 100 1. 6 docs pages. Full suite 117/0,
fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-02 08:19:19 +03:00
..
language feat(assets): #82 incremental asset preloading + loading-scene pattern 2026-09-02 08:19:19 +03:00
site chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00
CONTROLLERS.md feat(render): #85 engine sprite-render system + deprecate bare draw_sprite 2026-09-02 07:20:13 +03:00
PACKAGES.md feat(compiler): #75 resolve the auto-spliced engine runtime from LUDIC_HOME 2026-09-02 07:49:10 +03:00
RFC-POSITION-TYPES.md feat(camera): #78 deterministic Camera.zoom (Q16.16 render-time zoom) 2026-09-02 06:55:37 +03:00