floting-point camerazoom distortion

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The camera isn't involved in collisions. But the camera has to be inside the radius otherwise it can go slightly into walls, causing an ugly "see through" effect.

To prevent this, I placed the camera inside the radius and zoomed it out. But this increased its FOV causing a problem I have illustrated below (though I can't make it look right when I post it):

Normal FOV

\ object /
\0000000/
\ /
\ /
\ /
Y
camera
Rendered to screen as: 0000000

Larger FOV

\ _ object _/
\_ 0000000 _/
\_ _/
\_ _/
\ /
Y
camera
Rendered to screen as: OO0o0OO

Objects further from the center take up a larger percentage of the FOV than the center does. I anticipated this problem but solvig it wasn't easy (have you ever tried to put a drastically round surface on a square?). It still takes up too much memory though.