code wiki / _hdl_build / nx_lerp_smooth_gate.nx

nx_lerp_smooth_gate.nx

buildroot/runtime/_hdl_build/nx_lerp_smooth_gate.nx

4408 B80 linesdepth 3pulls 5 transitivereach 0 importersview sourcekind gate/proof
docsdependenciesstructsconstsfunctions

about

nx_lerp_smooth_gate.nx -- proves the sovereign peer render-smoothing primitive (nx_lerp_smooth), the EXACT code the wasm game uses for smooth peer motion. Native nx_cc->nxasm, NO node. 1) interpolation endpoints: alpha 0=prev, 128=midpoint, 256=cur 2) monotone glide: as alpha advances, rendered moves prev->cur monotonically, each per-frame step bounded 3) bounded extrapolation: past cur it keeps gliding (no freeze) but is CLAMPED (no runaway) 4) reaches cur in ~5 frames (the ~80ms sync at ~60fps) 5) anti-tautology (neg): rendered actually depends on alpha (not constant); works for downward motion too license_tier: ORIGINAL

dependencies 4 imports · 0 importers

nx_syscalls.nx nx_gate_emit_lib.nx nx_lerp_smooth.nx nx_gate_verdict.nx nx_lerp_smooth_gate.nx

imports: nx_syscalls.nxnx_gate_emit_lib.nxnx_lerp_smooth.nxnx_gate_verdict.nx

imported by: nobody (leaf or entry point)

call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown

main g_puts sys_write ls_interp g_check g_puts ↻ ls_advance g_abs g_pn sys_mmap nxa_die sys_write ↻ sys_exit nxa_lock_take nxa_lock_addr sys_write ↻ nxa_lock_give nxa_lock_addr ↻ nxa_report_overrun sys_write ↻ nxa_dump_printable sys_write ↻ nxa_dump_sizes sys_write ↻ sys_write ↻ gv_ctr sys_mmap ↻ gv_verdict gv_note_bare_rate gv_bare_rate gv_at gv_obj_has_n gv_at ↻ gv_puts sys_write ↻ gv_num sys_mmap ↻ sys_write ↻ sys_munmap gv_puts ↻

structs

none

consts

none

functions

14func g_abs(v: i64) -> i64 { if v < 0 { return 0 - v } return v }
called by 1: main
16func main() -> i64