Far bodies draw off a flattened scale curve, and the camera leans into the deep court
Oliver: the far-side opponent is barely visible in portrait, and the lens was already at its measured ceiling. TUNE.farK (0.25) grows far bodies ~20% while the court keeps the true projection — the 16-bit tennis trick, anchored so the near player is untouched. TUNE.farCamY/farCamZ add a broadcast lean while the ball is on the far half, pivoted about the player's feet (fOff) so the pull room the apron math promised never moves. Both live in the T panel; both awaiting the phone verdict — see the PROJECT.md session log. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -405,6 +405,28 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu
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`RETURNED`, `DOUBLE KILL`) is a footnote to something you already watched happen. Sharing the loud
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FACE with the milestone cards is right; sharing their SIZE made every footnote read as a milestone.
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## Session log: the far court, without spending the lens (2026-08-13)
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Oliver: the far-side opponent is barely visible in portrait, and the lens (camZ/camF, already at its
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measured ceiling — see fitViewport) and world height were the only knobs he knew. Two new ones, both
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AWAITING HIS PHONE VERDICT — nothing here is settled yet:
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- **`TUNE.farK` — bodies draw off a flattened scale curve, the court projects true.** The 16-bit
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tennis trick: `s' = s·(sNear/s)^farK`, anchored at the player's deepest stance (he is untouched),
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clamped so nothing nearer ever shrinks. At 0.25 the far-baseline opponent draws ~20% bigger
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(31 → 38 logical px) and the court gives up nothing. Applied in render.js `farB(z)` to every body
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AND to every anchor that hangs off a body height (flames, boss HP, muzzle glow, drill chevron,
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umpire) — boosting only the sprite left the HP bar sitting on the boss's hat. Known residual: the
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ball keeps the true projection, so at the far baseline it meets a boosted racket ~5px off. 0
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restores pure projection.
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- **`TUNE.farCamY`/`farCamZ` — a broadcast lean while the ball is on the far half** (tennis + match
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only; the gore modes would pump). Eased like aimCam, and pivoted about the player's deepest stance
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via `fOff` in render.js — without that pivot 0.35m of camY slides his feet 14px toward the rack,
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and the apron math promised that room. Measured in-pane: far court rises ~14px and grows ~1.3%,
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player feet drift ≤2.3px and return exactly. The backdrop cache repaints while the camera eases
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(~0.35ms/frame desktop, settled key at both ends) — if the phone stutters in rallies, zero these
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two before touching anything else.
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## Session log: nothing arrives unannounced (2026-08-11, same day)
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Oliver's retest: *"the horde is not announced anymore"* and *"bosses are just there now"*. Both were
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