31a88f3c55
- CMakeLists.txt - app.md - appicon.ico Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2.6 KiB
2.6 KiB
name, lang, domain, description, tags, uses_functions, uses_types, framework, entry_point, dir_path, repo_url, e2e_checks
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| runtime_test | cpp | gamedev | Exerciser end-to-end del runtime nucleo gamedev (issue 0072b). Inicializa sokol_gfx + audio (miniaudio) + input unificado + sprite_batch + camera 2D + game loop. Modo `--self-test` corre 60 frames y sale exit 0; sin args entra modo interactivo (3 sprites en gradient). |
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imgui | main.cpp | apps/runtime_test |
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runtime_test
Test integrado del runtime nucleo gamedev. Si compila y corre, el stack 0072b esta verde.
Modo --self-test
Corre 60 frames con audio init no-fatal (CI sin device de audio sigue pasando), 3 sprites animados, input procesando eventos vacios, salida exit 0.
./build/apps/runtime_test/runtime_test --self-test
Modo interactivo
./build/apps/runtime_test/runtime_test
Pulsa Esc o Back (gamepad) para salir.
Que ejercita
sokol_setup_cpp_gfx— make_environment + make_swapchain.sprite_batch_cpp_gfx— 3 sprites por frame con tint distinto.audio_engine_cpp_gamedev— engine_init / engine_shutdown.input_unified_cpp_gamedev— input_begin_frame / input_process_event con SDL_Events.camera_2d_cpp_gamedev— view_proj_matrix.game_loop_cpp_gamedev— loop_run con fixed timestep + emscripten branch.- Tipos
Vec2,Rect,Colordecpp/functions/core/math2d.h.
Notas
- NO carga assets de disco. Crea textura 2x2 blanca en GPU para alimentar
sprite_batch. Asi el self-test es asset-free. - Audio init es no-fatal: si no hay device, registra error y sigue. Permite correr en CI / WSL sin audio.
- Sin ImGui en este test (a diferencia de
engine_smoke). Reduce binary size y aisla la validacion del runtime puro.