Archive P1 iteration workflow and manual checkpoint

This commit is contained in:
Emil
2026-09-24 03:45:18 +03:00
parent d7a7a7c3a4
commit 822b44f1d7
201 changed files with 100058 additions and 29 deletions
@@ -45,8 +45,14 @@ ctest --test-dir build/linux-release --no-tests=error --output-on-failure \
The render used the Player's synthetic fixed timestep and offscreen Vulkan
presentation. It does not establish manual window interaction or physical
Windows GPU compatibility. The Windows graphics workflow now includes this Lua
package beside both C++ examples under a pinned SwiftShader Vulkan driver; its
result must be recorded separately after CI completes.
Windows GPU compatibility. The separate
[Windows graphics run at `4ac02ee`](https://github.com/emil28092005/Faset_Engine/actions/runs/35937433040)
passed 61/61 CTests and relocated all three Release games under pinned SwiftShader.
The Lua-only package validated and completed 120 offscreen frames with its source
project paths hidden. Its device is a **software** Vulkan implementation; the
Khronos validation layer was not active on that Windows worker. The
[P1 dossier's Windows report](../p1-iteration-2026-09-24/windows-4ac02ee/playable-report.json)
retains the source/package identities and result. This does not establish
physical Windows GPU compatibility.
![Lua game rendered by the relocated Release Player](lua.png)