Checkpoint 3: deliver playable samples and complete native authoring workflows
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@@ -85,3 +85,59 @@ triangle glTF meshes/UV0, basic PBR/directional shadows and a conservative seria
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Vulkan renderer. Advanced rendering and broader content profiles remain later work.
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The generated UI reference determines visual direction only; architecture, behavior
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and acceptance criteria remain authoritative.
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## Checkpoint 3 — playable projects and complete authoring workflows
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Implemented and exercised on Linux:
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- Two playable C++ projects with real Box2D/Box3D input routes, pickups, a physical
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gate, an exit condition and reset. The 3D project includes a reproducible original
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Blender arch, `.blend` source, stable-ID bundle and import instructions.
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- Native project launcher, retained folder browser, real recent projects, keyboard
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navigation and safe project switching. GUI/MCP sessions retain one fixed project.
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- Nested template UI, source navigation, local additions/suppression/reparent,
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per-field origin/Revert and conflict preservation. Parented gizmos have tested
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transforms, cancellation and one committed Undo operation.
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- Explicit Project settings with file-content revisions and atomic save; per-scene
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Simulation remains a separate authoring transaction. Live theme/layout reload
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validates candidates and keeps working state on malformed edits.
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- Standalone PNG/JPEG assets; versioned material records and explicit portable
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cache profile/toolchain identity. Clearing cache preserves identity and overrides
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when original sources and sidecars are reimported.
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- Normalized Slang reflection, shader artifact hashes and renderer ABI compatibility
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validation. Real compile failure, changed binding/matrix layout and invalid SPIR-V
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keep a working pipeline; compatible pixel-changing reload succeeds.
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- Physics debug box outlines, bounded raw Player profiles, observed validation
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activation, CPU/GPU/readback durations and allocation counters.
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- MCP broken-pipe/EOF handling and fresh GUI capture after presentation back-pressure.
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A real GUI + stdio regression performs 12 PNG captures, a conflicting edit and Undo.
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- English manual guides for workspace, templates, Blender, export and profiling,
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alongside compiled C++ tutorials. Generated UI references remain visual guidance.
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Acceptance evidence:
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- The integrated Linux test suite passes **29/29 tests**, including ten GPU tests:
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native CPU, Vulkan, UI, real MCP transport, plugins, schema, physics and playable
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input routes. Strict MkDocs also passes.
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- `tools/verify_playable_exports.py` exported the exact 2D/3D samples in Release,
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imported the Blender arch, checked package hashes and relocated each package outside
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its project. With the source-project paths unavailable, both passed validation and
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120 offscreen frames on RTX 2080 Ti with the Khronos layer active and zero errors.
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- Renderer/shader regressions also passed the pinned Linux SwiftShader driver. This
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is additional software-driver coverage, separate from Windows execution.
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- `tools/measure_workflows.py` recorded a fresh sample Debug build and incremental
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iteration, including stale-schema transitions. On the development host, the
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initial build took 93.06 s, unchanged build 5.59 s, changed gameplay build 11.18 s,
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and the subsequent one-frame Player process 0.37 s. The first/cached small Blender
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arch imports each took about 0.047 s including Editor startup. Ambient builds were
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running; these are observations, not release budgets.
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- Profiling identified uncached readback memory as a concrete bottleneck. In a small
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paired five-frame diagnostic, preferring compatible HOST_CACHED memory reduced
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median readback from 27.87 to 0.47 ms and renderer-call wall time from 30.81 to
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2.92 ms. GPU work was about 0.58 ms. A longer final baseline is still required.
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This remains an implementation checkpoint. Windows full graphics/export CI is still
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building its pinned software driver. A review also identified Windows Unicode path
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boundaries that must be corrected before cross-platform acceptance. Clean offline
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build verification, final performance baselines and the final acceptance record
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remain open; no MVP tag has been created.
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