Esposter
virrun
Overview
Core
Architecture
Configuration
Execution backends
Orchestrator API
Performance
Cache
Snapshot and fork
Task cache
Task-cache eviction
Write-back
WSL source mirror
Guarantees
Benchmarking
Correctness
Derived, not named
Subprocess timeouts
Background
Adoption
Prior art
Planning
Roadmap
Deferred
Overview
Additional isolation targets
Native task-cache recording
Non-pnpm package managers
Prepare layer narrow key
Remote cache sharing
Snapshot upper on tmpfs
WASM runtime backend
Whole-repo routing
Deferred
Rejected
Overview
CI wall-time gate
Hardlink/CAS flush
In-process async vfs runs
Materialize node_modules
Pure-JS exec engine
Rust/napi orchestrator
Warm daemon
Rejected
vue-phaserjs
Overview
Testing
Planning
Deferred
Overview
Remaining game-object components
Deferred
Rejected
Overview
Camera tween helpers
Group component
Input polling composables
Multiple cameras
Scene transition effects
Tilemap layer components
Tween component
useArcadePhysics
useDrag
useSceneData
useSound
useTimeline
Rejected
Overview
Architecture
Products
Packages
Proposals

Multiple Cameras

A Vue abstraction for managing multiple cameras.

Why not: cameras aren't game objects; their setup is one-time imperative configuration already doable via @complete on <Scene>, and no meaningful Vue component hierarchy maps to camera ownership.

Previous

Input polling composables
Rejected — usePointer/useGamepad reactive input state.

Next

Scene transition effects
Rejected — built-in transition variants for switching scenes.