name, lang, domain, description, tags, uses_functions, uses_types, framework, entry_point, dir_path, repo_url, e2e_checks
name
lang
domain
description
tags
uses_functions
uses_types
framework
entry_point
dir_path
repo_url
e2e_checks
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).
imgui
sdl3
sokol
gamedev
smoke
runtime
sokol_setup_cpp_gfx
sprite_batch_cpp_gfx
audio_engine_cpp_gamedev
audio_play_cpp_gamedev
input_unified_cpp_gamedev
game_loop_cpp_gamedev
camera_2d_cpp_gamedev
Vec2_cpp_core
Rect_cpp_core
Color_cpp_core
imgui
main.cpp
cpp/apps/runtime_test
id
cmd
timeout_s
build_pc
cmake --build build --target runtime_test -j
300
id
cmd
timeout_s
severity
self_test_pc
./build/apps/runtime_test/runtime_test --self-test
30
warning
id
cmd
timeout_s
severity
build_wasm
bash bash/functions/infra/build_wasm_cpp_app.sh runtime_test
600
warning
id
cmd
severity
wasm_size_budget
test -f build/wasm/runtime_test/runtime_test.wasm.gz && test $(stat -c%s build/wasm/runtime_test/runtime_test.wasm.gz) -lt 2097152
warning
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.
Modo interactivo
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, Color de cpp/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.