package engine Camera :: struct { position: Vec2, anchor: Vec2, } camera_default :: proc() -> Camera { return Camera{position = {0, 0}, anchor = {0.5, 0.5}} } world_to_screen :: proc(cam: Camera, world: Vec2, viewport: Vec2) -> Vec2 { return { world.x - cam.position.x + viewport.x * cam.anchor[0], world.y - cam.position.y + viewport.y * cam.anchor[1], } }