Author SHA1 Message Date
Emil 2c1cf2fecc Record final combined P1 Release reference and memory miss
Native and manual checks / native (ubuntu-24.04) (push) Failing after 36s
Native and manual checks / manual (push) Successful in 30s
Native and manual checks / native (windows-2025) (push) Canceled after 0s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
2026-09-24 05:18:03 +03:00
Emil 331815d458 Describe staged source verification boundaries accurately 2026-09-24 04:04:23 +03:00
Emil 54d1bae962 Reverify staged gameplay sources before build publication
Native and manual checks / native (ubuntu-24.04) (push) Failing after 35s
Native and manual checks / manual (push) Successful in 28s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s
2026-09-24 04:01:46 +03:00
Emil 798aa0e550 Keep warning-flood regression within one fixture build
Native and manual checks / native (ubuntu-24.04) (push) Failing after 36s
Native and manual checks / manual (push) Successful in 26s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s
2026-09-24 03:53:05 +03:00
Emil 822b44f1d7 Archive P1 iteration workflow and manual checkpoint 2026-09-24 03:45:18 +03:00
Emil d7a7a7c3a4 Keep real staged compile errors navigable under warning floods
Native and manual checks / native (ubuntu-24.04) (push) Failing after 30s
Native and manual checks / manual (push) Successful in 28s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s
2026-09-24 03:34:18 +03:00
Emil abd8c21273 Record configured workflow toolchain binary provenance
Native and manual checks / native (ubuntu-24.04) (push) Failing after 32s
Native and manual checks / manual (push) Successful in 27s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s
2026-09-24 03:16:26 +03:00
Emil 4ac02ee44a Keep Windows export integration outside engine checkout
Native and manual checks / native (ubuntu-24.04) (push) Failing after 32s
Native and manual checks / manual (push) Successful in 27s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s
2026-09-24 03:13:27 +03:00
249 changed files with 154134 additions and 102 deletions
+4 -4
View File
@@ -71,7 +71,7 @@ jobs:
VK_LOADER_DEBUG: error,warn,driver
run: ctest --preset windows-debug --timeout 180
- name: Real Release exports, 2D and 3D execution, incremental Debug rebuild
run: build/windows-debug/faset_build_service_tests.exe --integration .cache/windows-export-e2e
run: build/windows-debug/faset_build_service_tests.exe --integration "${{ runner.temp }}/faset-windows-export-e2e"
- name: Export and relocate C++ and Lua playable games
run: python tools/verify_playable_exports.py --editor build/windows-debug/faset_editor.exe --output .cache/windows-playable-exports --include-lua
- name: Preserve graphics and export evidence
@@ -89,8 +89,8 @@ jobs:
.cache/windows-graphics/sdk/source-identity.json
build/windows-debug/Testing/Temporary/LastTest.log
build/windows-debug/*test.ppm
.cache/windows-export-e2e/result-*.json
.cache/windows-export-e2e/export-*/generations/*/manifest.json
.cache/windows-export-e2e/export-*/generations/*/verification.ppm
${{ runner.temp }}/faset-windows-export-e2e/result-*.json
${{ runner.temp }}/faset-windows-export-e2e/export-*/generations/*/manifest.json
${{ runner.temp }}/faset-windows-export-e2e/export-*/generations/*/verification.ppm
.cache/windows-playable-exports/report.json
.cache/windows-playable-exports/evidence/*
+16 -3
View File
@@ -179,9 +179,22 @@ Lua, C++ hot reload, Blender live link, встроенное изображен
Начальные бюджеты отслеживания для конкретных демо и Linux reference host: frame p95 ≤ 4 мс, GPU/readback p95 ≤ 1 мс, simulation/snapshot p95 ≤ 0,5 мс, явные Vulkan allocations ≤ 20 MiB, startup от `main()` ≤ 500 мс. [Методика и исходные измерения](docs/validation/linux-release-2026-09-18/README.md) ограничивают область этих чисел; для других сцен/ОС нужны отдельные baselines. Это бюджеты P1, а не обещание такой производительности любой игры.
Lua runtime/editor пакет реализован как необязательный модуль поверх публичного API, проверяемых handles и схем. Доступны Inspector, диагностика и явный lifecycle development reload; сохранение состояния при reload проектируется отдельно. [Проверка Lua-модуля](docs/validation/lua-module.md) подтверждает Linux CPU-контракты и отключение модуля для C++-only проекта; Windows и независимый graphical/release профиль модуля остаются отдельными проверками. Таким образом, Lua-часть P1 появилась после MVP, но это не закрывает весь этап скорости итераций.
Улучшать schema/build cache, сообщения компилятора, шаблоны проектов, переход к коду, autosave и измеренное время «изменение → результат». Dynamic gameplay loading рассматривать при подтверждённой проблеме линковки.
Реализованы необязательный Lua runtime/editor модуль, development reload без
сохранения runtime-состояния, проверяемые schema/package cache и snapshots C++
исходников, структурированная диагностика, переход к исходнику, четыре C++/Lua
2D/3D starter-проекта и безопасный autosave именованных сцен. [Датированный
отчёт P1](docs/validation/p1-iteration-2026-09-24/README.md) содержит raw
повторные измерения Debug-итераций, 3000 кадров без роста явных GPU allocations,
синтетическую расширенную сцену и реальные найденные ограничения. [Lua Release
пакет](docs/validation/lua-release-2026-09-24/README.md) на Linux проверен после
переноса и скрытия исходного проекта. Windows native/manual, 61 SwiftShader
CTest и перенос всех трёх Release-игр, включая Lua-only, прошли на
[чистой ревизии `4ac02ee`](https://github.com/emil28092005/Faset_Engine/actions/runs/35937433040).
Это функциональная проверка software Vulkan без активного validation layer.
Исторический Release benchmark точных демо нельзя
подменять новым Debug workflow; свежий Release reference и физический Windows GPU
остаются отдельным покрытием. Dynamic gameplay loading рассматривать при
подтверждённой проблеме линковки, без обещания C++ hot reload в P1.
### P2. GPU-driven visibility и LOD
+37 -1
View File
@@ -1,6 +1,6 @@
# Faset Engine — архитектура
Редакция 1.2 · 23 сентября 2026 · **MVP принят; реализация P2 описана отдельно от исходных решений**.
Редакция 1.3 · 24 сентября 2026 · **MVP принят; реализация P1/P2 описана отдельно от исходных решений**.
Этот файл фиксирует решения пользователя. **Принято** означает выбранное направление реализации, а не автоматически завершённую возможность движка. Работающий код, выполненные проверки и текущие ограничения перечислены в [журнале реализации](IMPLEMENTATION.md). Этапы до MVP и после него, зависимости работ и критерии готовности находятся в [PLAN.md](../PLAN.md).
@@ -111,6 +111,41 @@ Development и release Player содержат runtime, выбранные иг
Критерии [плана](../PLAN.md) включают цикл сцена → Inspector → MCP authoring edit → Undo → save → build → отдельный Player, повторный импорт GLB с сохранением overrides, lifecycle/handle tests и запуск на обеих ОС без Editor/Blender/MCP/SDK. Выполненные проверки и незакрытые условия перечислены в [журнале реализации](IMPLEMENTATION.md); наличие теста само по себе не означает прохождения на обеих ОС.
## 10. P1 — проверяемая итерация gameplay
Для native-сборки источником истины остаются CMake/Ninja и их dependency graph.
BuildService сохраняет проверяемую копию `Scripts` по хешу содержимого,
отделяет Debug от Release и
запоминает версионированный fingerprint рецепта, исходников, Lua-деклараций,
toolchain, шейдерных и runtime-входов. Повторное использование schema/package
разрешено лишь после проверки полного manifest и схемы; испорченная или устаревшая
генерация не выдаётся за cache hit. Переключение указателя на успешную генерацию
атомарно; сбой сборки оставляет предыдущую доступной, но Inspector помечает
метаданные устаревшими. Исходный каталог и копия повторно хешируются после native
build и перед повторным использованием кэша или публикацией. Это обнаруживает сохранившееся изменение;
запись и восстановление прежних байтов другим процессом того же пользователя во
время чтения компилятором не исключены. Экспорт отдельно проверяет asset generations.
Структурированные сообщения компилятора/Lua дополняют сырой лог. Для исходников
проекта Editor и MCP вызывают один `faset_source_open` с относительным путём и
позициями; внешний редактор запускается аргументами без shell. Четыре стартовых
проекта комбинируют C++/Lua и 2D/3D. C++ остаётся rebuild-and-restart, а Lua
development reload проверяет candidate и перезапускает script/world state, не
сохраняя произвольное runtime-состояние.
Autosave относится только к именованным dirty сценам Editor после двух секунд
покоя. Он использует ревизию документа и прежний disk-hash conflict check, не
перезаписывает внешний файл и не создаёт Undo-операцию. Неназванная сцена требует
Save As; recovery journal работает независимо от autosave. Статусы видны в UI и
через Editor MCP. Player и экспортная игра по-прежнему не имеют MCP.
Измерения P1 разделяют Debug-время итераций, offscreen первый кадр и старый
Release reference baseline точных демо. Исходный отчёт, raw-профили и отдельное
дополнение о версиях/хешах исполняемых инструментов находятся в
[датированном dossier](validation/p1-iteration-2026-09-24/README.md). Большая
синтетическая сцена выявляет стоимость CPU simulation/snapshot; её время нельзя
переносить на 2D/3D демо или выдавать за обещание кадровой частоты.
## История решений
- **17.09.2026:** выбраны имя Faset Engine, Linux/Windows desktop 2D/3D, ручная работа и MCP, интеграция с Blender, Box2D и Box3D; подготовлены исследования.
@@ -118,5 +153,6 @@ Development и release Player содержат runtime, выбранные иг
- **18.09.2026:** утверждены процессы и linkage, явная metadata registration/schema export, JSON/binary formats, вложенные шаблоны/sparse overrides, lifecycle, фиксированный tick и последовательный scheduler; граница MCP ограничена Editor/headless authoring services.
- **18.09.2026:** английский принят основным языком интерфейса, диагностик и публичного API; уточнена граница прямых Vulkan-вызовов внутри собственного backend.
- **23.09.2026:** после принятого MVP выполнен P2 GPU visibility/LOD на Linux reference GPU; direct renderer сохранён как начальный режим и эталон, ограничения и измерения вынесены в отдельный [протокол](studies/19-p2-gpu-visibility-acceptance.md).
- **24.09.2026:** P1 итерация фиксирует проверяемое повторное использование schema/package, структурированную диагностику, стартовые C++/Lua проекты, безопасный autosave и измерительный протокол без C++ hot reload.
Реализация идёт по [PLAN.md](../PLAN.md). Последующие изменения принятых контрактов фиксируются здесь с причиной и способом проверки.
+53
View File
@@ -466,3 +466,56 @@ rendered 120 frames in Direct mode. The corresponding
[native/manual CI run](https://github.com/emil28092005/Faset_Engine/actions/runs/35922643004)
passed on Linux and Windows. Unsupported-HZB integration and physical Windows
GPU coverage remain untested.
## Post-MVP checkpoint — P1 gameplay iteration
P1 adds a complete-input native build stamp and a content-addressed `Scripts` copy.
The package key binds configuration, recipe, source, Lua declaration, toolchain,
shader and runtime artifacts. A second unchanged build reuses a verified schema
and package generation without invoking SchemaExporter; CMake/Ninja still verify
the native graph. Malformed/corrupt generations, modified headers/tools and
detected source mismatches cannot publish a false hit. The live tree and staged
copy are rehashed after native build and before reuse/publication; a same-user
write-and-restore during compiler reads remains outside this check. Failed jobs
preserve the previous successful pointer, while Inspector metadata becomes stale.
Compiler and Lua output now produce bounded structured Console diagnostics with
raw logs retained. Source opening accepts only project `Scripts` files and passes
literal file/line/column arguments to the configured external editor. A real
compile failure revealed that compiler paths pointed to the staged copy;
`d7a7a7c` maps only the verified snapshot subtree back to project-relative
source. The same correction retains a later actionable error after 250 unrelated
warnings. Four runnable C++/Lua × 2D/3D starters are available in launcher and
CLI; the existing scaffold default remains compatible. Named dirty scenes
autosave after two idle seconds by default; unnamed scenes require Save As, and
disk/revision conflicts retain the journal and never overwrite external edits.
The [P1 dated dossier](validation/p1-iteration-2026-09-24/README.md) retains a
clean-revision `6c2e8fa` Debug workflow with every raw command/profile. On the
Ryzen 7 1700/RTX 2080 Ti Linux host, five unchanged builds had median 11.53 s,
five changed-C++ builds 28.16 s, five changed-header builds 23.89 s, and five
watched Lua reloads 0.502 s. All five unchanged builds reported a verified
generation reuse. The 3,000-frame profile showed no growth in the explicit
Vulkan allocation counter (15,787,008 bytes). A seeded 527-object synthetic
scene reached 149.39 ms p95 wall time, dominated by CPU simulation/snapshot;
this is a visible scalability issue, not a tiny-demo Release budget comparison.
The historical exact-scene Release budgets were met in the earlier 2026-09-18
record, but that evolving working-tree baseline does not certify the current
revision. A quiet-host current Release rerun is pending.
Linux focused cache, diagnostics, schema and workflow-math tests pass; a real
failed-build replay now reports navigable `Scripts/Gameplay.cpp:73:2`. The
[Lua-only Release result](validation/lua-release-2026-09-24/README.md) validated
and rendered after source-hidden relocation on the physical Linux GPU. At
`6c2e8fa`, [native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35936310287)
passed on Linux and Windows. Its Windows graphics job passed all 61 CTests on
SwiftShader, then hit an invalid integration fixture under the engine checkout;
`4ac02ee` moved the fixture to runner temporary storage. The subsequent
[Windows graphics run](https://github.com/emil28092005/Faset_Engine/actions/runs/35937433040)
passed all 61 CTests and the real export integration. Two C++ and one Lua-only
Release package validated and rendered 120 frames each after relocation with
source paths unavailable; the [raw Windows report](validation/p1-iteration-2026-09-24/windows-4ac02ee/playable-report.json)
records hashes and software Vulkan device identity. The later `d7a7a7c`
real-diagnostic-navigation assertion still awaits its Windows CI result.
Windows had no active Khronos validation layer, and no physical Windows GPU
performance result is claimed.
+23 -4
View File
@@ -9,8 +9,10 @@ Player process. **Stop** leaves the authoring document unchanged.
1. Edit `Scripts/Gameplay.cpp` and its explicit schema declarations.
2. Stop the running Player.
3. Choose **Build C++**. The compiler and SchemaExporter run outside the Editor.
4. Read compiler errors in the Console. A failed build retains the previous schema
3. Choose **Build**. CMake/Ninja build native gameplay and the separate
SchemaExporter refreshes the Inspector schema when inputs changed.
4. Read compiler errors in the Console. Select a project-source diagnostic to open
its line in your external editor. A failed build retains the previous schema
and binary; the schema status reports that it is stale.
5. After a successful build, edit the behavior's exposed fields in the Inspector.
6. Choose **Play**. It builds if necessary and launches the captured scene.
@@ -23,6 +25,22 @@ The Player supports pause and single-step. Editor controls use a private session
control file; they do not expose runtime entity queries through MCP. Closing the
Player is observed by the Editor, which keeps its logs and authoring state.
An unchanged second build still asks CMake/Ninja to verify their dependency graph.
When the native outputs, gameplay sources, toolchain, shaders and runtime inputs
match the validated package, **Jobs** reports `schema_cache_hit` and
`generation_reused` as true and returns the same verified generation without a
second SchemaExporter run or package copy. A changed `.cpp`, header, Lua declaration,
build recipe or relevant tool invalidates that reuse. A damaged cached package is
not treated as a hit. The job also exposes elapsed phases and a build fingerprint;
see [Developer diagnostics](diagnostics.md) for structured errors and raw logs.
If a build fails, correct the listed source and build again. The prior playable
generation remains available, but stale Inspector metadata is not evidence that
the failed edit built successfully. Save the scene separately: named dirty scenes
autosave after two idle seconds by default, while an unnamed scene needs **Save As**.
External file changes produce a visible conflict instead of an overwrite; the
[workspace guide](workspace.md#create-and-save-a-scene) explains recovery.
## Export a standalone game
Use **Export** in the Editor for the current scene. Resolve template conflicts and
@@ -46,9 +64,10 @@ Development builds use **Debug**. Exports default to **Release** and use a separ
CMake cache. The BuildService API also accepts `RelWithDebInfo` for exports. Exporting
does not change the configuration of your development Player.
Each successful export creates an immutable directory under
Each successful export creates a versioned directory under
`Exports/MyGame/generations/<generation>`. `current.json` points to the active
generation. Distribute the **whole generation directory**, not just the executable.
generation. The Editor leaves published generations untouched. Distribute the
**whole generation directory**, not just the executable.
If building, cooking or verification fails, the previous pointer and package remain
available. Cancelling a job does not delete earlier exports.
+40 -11
View File
@@ -39,29 +39,58 @@ Use `--debug-physics` or press **F3** to show current physics box colliders. Deb
geometry increases draw count, so record whether it was enabled. The collider view
uses simulation poses; normal visuals can use interpolated poses.
## Measure Editor and C++ workflows
## Measure Editor, C++ and Lua iteration
From the engine repository:
```sh
cmake --build --preset linux-debug --target faset_editor faset_editor_ui_latency --parallel 2
python3 tools/measure_workflows.py \
--editor build/linux-debug/faset_editor \
--project examples/projects/collect-3d \
--output .cache/my-workflow-measurement
--output /tmp/faset-workflow-measurement
```
Use a new output directory. The tool copies the project, preserving your original,
and records command startup, two-frame GUI startup/shutdown, first/cached Blender
bundle import, initial/no-change/changed Debug builds and a subsequent Player frame.
It checks that editing gameplay makes the schema stale and successful building
clears that state. The initial build uses available dependency archives and OS
caches; it is not a measurement of internet download speed.
The UI probe must be built beside the Editor first. The default Lua input is
`examples/lua`; use `--lua-project` to select another declared Lua project and
`--ui-latency-binary` when the probe is elsewhere. Use a **new** output directory;
the tool refuses to overwrite evidence. It copies both projects and never edits
the checked-in examples.
`report.json` version 2 separates the initial cold project configure/build,
unchanged builds, changed `.cpp` builds, changed-header builds, deliberate compile
failure/recovery, Lua edit-to-reload, first offscreen Player frame and synthetic
Editor input-to-visible-state. Each warm/changed case has one warm-up and five
measured repetitions. Each sample remains in `raw/` with command, stdout/stderr,
duration and, on Linux, peak RSS; the report includes median and nearest-rank p95.
The file hashes identify every changed source variant. Five unchanged builds must
return a verified schema/package cache hit. The cold case begins with empty project
`.faset` caches, **not** a cold OS file cache, newly downloaded dependencies or a
fresh engine toolchain. It is a development `Debug` workflow.
The first-frame value comes from the Player's `main_to_first_frame` profile after
five one-frame offscreen runs. It excludes OS process loading and says nothing about
window presentation latency. The separate UI probe applies keyboard input through
the retained Editor UI, then measures 100 post-warm-up offscreen frames; it is not
native desktop input-to-photon latency. A watched Lua Player records five
edit-to-successful-reload times, including its polling and log notification. A
3,000-frame Player profile compares explicit Vulkan allocation and texture maxima
in frames 101–200 with frames 2901–3000. Zero growth over that interval is useful
but does not prove the absence of all leaks. The tool also adds 512 deterministic
objects to a disposable scene and profiles 240 frames; this stresses scene
simulation/snapshot work, not representative game content.
On Linux, GNU `time` records peak RSS for each command and its waited-for children.
This is a maximum, not the sum of simultaneous compiler processes. Other platforms
report this field as null unless equivalent measurement support is added. The tool
keeps raw stdout/stderr, durations, hardware and revision information alongside its
report. A dirty source checkout is explicitly identified.
report this field as null unless equivalent measurement support is added. The report
keeps raw stdout/stderr, profiles, hardware, driver, build setting, source hashes,
Git revision and dirty-tree state. New runs also hash the exact CMake, Ninja, C/C++
compiler, Slang, Editor and UI-probe binaries selected by the disposable project's
`CMakeCache.txt`. Compare profiles only with the same scene, configuration,
resolution, validation/readback settings and hardware class. The
[dated P1 workflow record](https://github.com/emil28092005/Faset_Engine/blob/main/docs/validation/p1-iteration-2026-09-24/README.md)
retains a successful Debug run and its exact raw files. Its post-run binary
provenance supplement is explicitly separate from the original report.
`tools/verify_playable_exports.py` separately verifies the two sample games in
relocated Release packages and records their Player profiles. Its assertions test
+8 -1
View File
@@ -14,7 +14,8 @@ process; stopping it leaves the authoring scene unchanged.
Launch `faset_editor` without arguments to open the project launcher.
1. Choose **Create project**, enter a name and a new or empty project directory,
then select **2D** or **3D** for the initial scene.
then select **C++** or **Lua** and **2D** or **3D**. Each combination creates a
runnable start scene and a small behavior for that language.
2. Choose **Create project** to create the project files and open the Editor.
3. To return later, choose **Open project**, select its directory with **Browse**,
and confirm **Open project**. The directory must contain `project.faset.json`.
@@ -33,6 +34,12 @@ was launched in MCP mode so the connection keeps a single project context.
For a direct launch, use `faset_editor --project /path/to/MyGame` on Linux or
`faset_editor.exe --project C:\Projects\MyGame` on Windows.
For scripted project creation, pass `--new MyGame --dimension 2|3
--language cpp|lua` with `--project` pointing to the new directory. Omitting
`--language` retains the earlier C++ scaffold without a runnable start scene;
select a language explicitly for a complete starter.
The [C++ first behavior](../scripting/first-behavior.md) and
[Lua gameplay](../scripting/lua.md) guides show the first editing steps.
## Create and save a scene
+14 -2
View File
@@ -56,14 +56,26 @@ The example scene is a complete, loadable document:
The sprite is visible because it has `faset.sprite`. It moves because it also has `tutorial.move_x`. The configuration field is `speed`; the type string must match the registration exactly. `rotation` uses radians, and the default coordinate system is Y-up.
After **Build C++** succeeds in the Editor, choose **Add component** in the Inspector
After **Build** succeeds in the Editor, choose **Add component** in the Inspector
and select the registered type. Its schema supplies editable fields, defaults and
constraints. The direct Player command above is useful for testing the same behavior
independently of an editor session.
## Make a change and verify it
Change the scene's `speed` to `-2`: the object moves left. Change the C++ callback or schema: stop the Player, rebuild, regenerate the schema, then launch a new session. There is no automatic C++ hot reload.
Change the scene's `speed` to `-2`: the object moves left. Change the C++ callback
or schema: stop the Player, choose **Build**, then launch a new Play session. The
Build job regenerates metadata when its inputs changed; an unchanged second build
can reuse the verified schema/package generation. It still asks CMake/Ninja to check
the native dependency graph. There is no automatic C++ hot reload.
To try compiler navigation in a project opened by the Editor, add
`#error Check navigation` to its `Scripts/Gameplay.cpp`, choose **Build**, and
select the resulting Console diagnostic. **Open source** passes the file and
one-based location to the configured external editor. Remove the line and build
again; the failed attempt keeps the previous valid generation. See
[Developer diagnostics](../editor/diagnostics.md) for editor command setup and
[Build, Play, and export](../editor/export.md) for the full iteration loop.
The `tutorial_moving` CTest checks that both 30 Hz and 60 Hz frame sequences move the object two metres in one second. It checks the resulting pose, rather than only checking that the program starts.
+23 -7
View File
@@ -36,7 +36,7 @@ Add explicit entry scripts to `project.faset.json`:
This is a manifest fragment, not a complete project file. Each entry must return one
`faset.behavior` table with a unique custom TypeId. All sources live beneath `Scripts`
and are captured as an immutable build/export snapshot. Paths must be project-relative;
and are copied into a content-verified build/export snapshot. Paths must be project-relative;
symlinks and paths outside `Scripts` are rejected. Auxiliary modules do not need to
appear in the entry list.
@@ -210,14 +210,18 @@ The Editor command palette exposes:
| `faset_lua_refresh` | Build if needed, extract schemas, refresh Inspector metadata |
| `faset_lua_reload` | Request a Lua reload in a development Player |
| `faset_lua_setup` | Install Faset LuaLS declarations/configuration |
| `faset_script_open` | Open a script in an external editor |
| `faset_source_open` | Open a C++, header or Lua source at a one-based line/column |
| `faset_script_open` | Lua-only compatibility alias for source opening |
The external-editor default is `zed`. Set `editor.script_editor` in
`project.faset.json` to an argument array such as `["code", "--goto", "{file}"]`,
or pass an `editor` argument array to `faset_script_open`. Exact `{file}` and
`{project}` arguments are substituted; a missing file argument is appended. The
command launches the executable directly, without a shell. The Assets panel lists
Lua sources under `Scripts` and provides **Open Script**.
`project.faset.json` to an argument array such as
`["zed", "{file}:{line}:{column}"]`, or pass an `editor` argument array to
`faset_source_open`. `{file}`, `{line}`, `{column}` and `{project}` are substituted
inside arguments; a missing file argument is appended. The command launches the
executable directly, without a shell. Only regular source files under this
project's `Scripts` can be opened. The Assets panel lists those files and the
Console's structured Lua error can open its source location. A missing external
editor is an actionable navigation error, not a failed gameplay build.
Development Play watches Lua changes. The Player's `--watch-lua` option enables this
for direct development runs. A candidate source generation is loaded and validated
@@ -226,6 +230,18 @@ Successful reload **restarts the scene**, invalidates old handles, and resets al
script state. This is not state-preserving hot swapping. C++ source changes still
require a rebuild and a new Player process.
For a short iteration, change `speed` in `Scripts/main.lua`, save it, and watch the
Console for **Lua reloaded**. The running development Player picks up a valid
snapshot without native recompilation. Change a field declaration or TypeId, then
choose **Refresh Lua** to validate metadata and update Inspector choices. If the
candidate has a syntax/schema error, the previous running generation remains in
place; use the structured diagnostic to return to the source, correct it and retry.
Lua module declaration, gameplay source, compiler/toolchain or shader changes can
invalidate a later build's verified schema/package cache. The **Jobs** result
distinguishes `schema_cache_hit` and `generation_reused`; those flags do not imply
that the native build graph was skipped. See the [build loop](../editor/export.md)
and [profiling guide](../editor/profiling.md).
Export captures the declared entry list and Lua modules with the game. The exported
Player runs without the Editor or a separate Lua installation; development watching
is not enabled by ordinary exported-game launch. Exported Lua remains readable source,
+1
View File
@@ -3,6 +3,7 @@
These files preserve bounded checks and their inputs. Each record states its source revision or working-tree limitation; a passing record does not certify later commits or every supported platform.
- [MVP acceptance dossier](mvp-acceptance.md): criterion-by-criterion closure, tested revisions and remaining compatibility coverage.
- [P1 gameplay iteration](p1-iteration-2026-09-24/README.md): repeatable Debug C++/Lua workflow, raw samples, toolchain provenance, real compiler navigation and coverage limits.
- [P2 GPU visibility Linux evidence](p2-gpu-visibility-2026-09-23/README.md): Debug/Release GPU acceptance, lavapipe functional checks, relocated Player exports, and explicit platform/performance limits.
- [P2 pinned SwiftShader compatibility](p2-swiftshader-2026-09-23/README.md): the Windows CI regression, shader capability fix, independent review closure, final native CI and relocated Player evidence.
- [Windows software Vulkan](windows-software-vulkan-2026-09-18/README.md): fresh native build, 35 tests, launcher/window/MCP workflows and both relocated Release games on SwiftShader.
@@ -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)
@@ -0,0 +1,138 @@
# P1 gameplay iteration: measured Linux workflow
The [unaltered version 2 workflow report](report.json) was produced by a clean
`6c2e8fa80036315a695f67f3c53524165fb4b10a` checkout on 2026-09-24.
It used disposable copies of the checked-in `collect-3d` and `examples/lua`
projects. Every sample, process log and Player profile is retained under `raw/`;
[the run log](workflow.log) shows the order and completion. The report identifies
each input revision by SHA-256, and records all command arguments, phase labels,
configuration and dirty-tree state. Its SHA-256 is
`fd463c0cd12eed0a22143aa68bd732386804b0df4ecb2a3d9caa26f59dcfe6e2`.
The original report's `toolchain.slang` is `null` because that version looked
for `slangc` on `PATH`, while CMake used a configured executable. A **separate**
[post-run provenance supplement](provenance.json), generated after commit
`abd8c21` from the surviving disposable [compressed CMake cache](CMakeCache.txt.gz), hashes
the selected CMake, Ninja, C/C++ compiler, Slang, Editor and UI-probe binaries.
It binds to the original report hash and records both script revisions. The
measured report was not rewritten. Subsequent workflow runs include these
identities in their report directly. `4ac02ee` changed only the Windows CI export
fixture location; neither follow-up is presented as the measured code revision.
## Measurement conditions and results
The host ran Linux 7.0, Ryzen 7 1700, 32 GiB RAM, RTX 2080 Ti and NVIDIA 595.84.
The disposable project used Debug, Clang 21.1.8, CMake 4.2.3, Ninja 1.13.2 and
Slang 2026.18. The Player rendered offscreen Vulkan at 1280×720 with validation
active and full-frame readback. The run did not overlap the separate P3 GPU sweep.
Build times still depend on ambient CPU load, filesystem cache and prepared
dependencies. The `cold` row means an empty project `.faset` cache, **not** a cold
OS page cache or a first dependency download.
| Observation | Samples | Median | Nearest-rank p95 | Scope |
| --- | ---: | ---: | ---: | --- |
| Initial configure and native build | 1 | 106.01 s | — | Disposable Debug project |
| Unchanged build | 5 | 11.53 s | 13.12 s | All five reused the verified schema/package generation |
| Changed `Gameplay.cpp` build | 5 | 28.16 s | 30.33 s | One warm-up edit excluded |
| Changed `Gameplay.hpp` build | 5 | 23.89 s | 25.51 s | One warm-up edit excluded |
| Watched Lua edit to reload log | 5 | 0.502 s | 0.504 s | Persistent Player; includes watcher polling |
| First completed offscreen Player frame | 5 | 0.284 s | 0.333 s | From `main()`; excludes OS loader and window presentation |
| Synthetic Editor input to rendered state | 100 | 13.97 ms | 18.03 ms | Ten warm-ups; offscreen retained-UI frame, not input-to-photon |
The intentional C++ compile failure took 10.00 s and the corrected recovery
build 19.93 s. The failed job preserved its prior successful build pointer.
The run also imported the small Blender bundle cold and cached in 49 and 52 ms,
respectively; Editor process startup dominates that tiny asset sample, so those
two values do not establish import-cache speedup. The raw
[failed-build job](raw/build_failure-01-stdout.txt) exposed a navigation defect:
the compiler named the staged source copy, and the original structured
diagnostic omitted `file`. A later fix maps only the verified staged `Scripts`
subtree to project-relative source. A [real failed-build replay](diagnostic-replay.json)
with the corrected Editor returns `Scripts/Gameplay.cpp`, line 73, column 2.
The `build_diagnostics` test also covers project-contained snapshot paths and
Windows drives; `build_schema_publication` verifies that an error after 250
third-party warnings survives the 200-row diagnostic limit. These are separate
from this unmodified measurement.
Follow-up `54d1bae` rehashes both the live source and the staged copy after
native build and before reuse/publication. A fixture changes the staged C++
header during schema export; the build fails and retains the last-good pointer.
The copy is content-verified at those boundaries, not sealed against a same-user
write-and-restore during compiler reads.
The [3,000-frame lifecycle profile](raw/cpp-3000-frame-lifecycle.json) completed
with zero Vulkan validation errors. Maximum explicit Vulkan allocation was
15,787,008 bytes in both frames 101–200 and 2901–3000, a measured growth of zero;
the live texture count remained one. These counters exclude driver-internal
memory and do not prove absence of all resource leaks.
The generated [527-entity scene](raw/generated-512.scene.json) adds 512 seeded
copies to the 15-entity source and ran for 240 offscreen frames with zero Vulkan
validation errors. Its [raw profile](raw/generated-512-profile.json) reports p95
frame wall 149.39 ms, simulation 48.19 ms, scene snapshot 68.12 ms, renderer call
36.51 ms and GPU timestamp 0.911 ms. It exposes a significant CPU scaling cost
in this synthetic content; it is not a typical-game benchmark or a Release budget
failure for the tiny checked-in sample.
## Reference budgets and coverage
The [2026-09-18 Release reference baseline](../linux-release-2026-09-18/README.md)
measured the **exact** `collect-2d` and `collect-3d` packaged scenes on this host,
at 1280×720 with validation/readback. Its 240-frame p95s met the initial tracking
budgets: frame 2.684/2.732 ms versus ≤4; GPU 0.579/0.600 ms versus ≤1; readback
0.633/0.608 ms versus ≤1; simulation 0.258/0.300 ms and snapshot 0.215/0.257 ms
versus ≤0.5 each. Explicit allocations were about 15.02/15.06 MiB versus
≤20 MiB; first-frame startup from `main()` was 265.5/260.8 ms versus ≤500 ms.
That baseline was an evolving earlier working tree. Its values are **historical**
and are not compared with this Debug workflow's timing.
The [fresh clean combined P1/P3 Release reference](final-release/README.md) at
`4a3453e` repeats these exact scenes on the same physical RTX 2080 Ti, now with
120-frame source-hidden relocation checks for C++ 2D/3D and Lua-only, plus
sequential 240-frame C++ 2D/3D profiles. The frame, GPU, readback, simulation,
snapshot and startup tracking budgets all pass. Explicit allocations instead
reach **43.022/43.118 MiB**, above the former ≤20 MiB budget because the new
renderer eagerly retains a 16 MiB sun atlas and a 16 MiB local atlas in both
scenes. The 2D sample casts no sun shadows and neither sample uses local shadow
faces. This is a measured tracking-budget miss, not a failed export or a reason
to redefine the counter silently. The linked dossier retains exact values,
atlas breakdown, raw profiles and source/toolchain provenance.
The [Lua-only Linux Release dossier](../lua-release-2026-09-24/README.md) separately
records a relocated package that validated and rendered 120 frames after hiding
its source project, with 0 validation errors. The final fixture placement was
checked in clean-revision [`4ac02ee` Windows graphics CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35937433040):
61/61 CTests passed on pinned SwiftShader, the real 2D/3D Release export
integration passed, and **all three** relocated Release games (`collect-2d`,
`collect-3d`, Lua-only) validated and rendered 120/120 frames with source paths
unavailable. The [Windows playable report](windows-4ac02ee/playable-report.json)
contains package and source hashes, device identity, result details and capture
checksums; [integration results](windows-4ac02ee/integration-result-2.json),
[integration manifests](windows-4ac02ee/integration-manifest-2.json),
[Vulkan probe](windows-4ac02ee/vulkan-probe.json) and
[toolchain record](windows-4ac02ee/toolchain.json) preserve representative raw
evidence. The parallel [native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35937433211)
passed on Linux and Windows. This is **software** Vulkan; Windows did not have an
active Khronos validation layer (`validation_enabled: false`), and no physical
Windows GPU/driver performance claim follows. The later [combined P1/P3 Windows
graphics CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35942307579)
at `87230f3` passed 74/74 CTests, including real diagnostic navigation, real
Release export integration and all three relocated games. The physical-GPU
Linux reference above had active validation.
## P1 acceptance record
| Area | Evidence and current limit |
| --- | --- |
| Lua | Linux native and Release [relocated Lua result](../lua-release-2026-09-24/README.md), repeated in the [clean combined three-game Release reference](final-release/README.md); Windows CPU/SwiftShader [combined 74-test suite](https://github.com/emil28092005/Faset_Engine/actions/runs/35942307579) and [relocated Lua-only Release report](windows-4ac02ee/playable-report.json), 120 completed frames. |
| Cache and rollback | [Five verified hits](report.json), `build_cache` and `build_schema_publication` contracts for headers, toolchain, schema/shader corruption and source races; the raw failed/recovered build retains the previous pointer. |
| Diagnostics | `build_diagnostics` fixtures cover Clang, clang-cl, Lua, Unicode and unparseable output. The raw real failure above found a staged-source mapping gap; [the replay](diagnostic-replay.json), parser case, warning-flood case and real BuildService integration assertion cover the correction. |
| Starters/navigation | [Four runnable C++/Lua × 2D/3D starters](../p1-starters-linux-2026-09-24.md) plus launcher/CLI and source-open tests. |
| Autosave | `editor_session_settings`, UI tests and [workspace behavior](../../manual/editor/workspace.md#create-and-save-a-scene): idle coalescing, unnamed Save As, external/revision conflicts, Undo and recovery. |
| Iteration | This Debug report, 179 raw files, 3,000-frame and seeded larger-scene profiles, plus the [clean combined Release reference](final-release/README.md) with three relocated games and exact 2D/3D budgets. The allocation budget miss is recorded; no CI timing gates. |
| Documentation | The English Manual describes build/reload, templates, navigation, autosave and profile interpretation; strict MkDocs and full platform test totals are recorded in the implementation journal. |
The [profiling guide](../../manual/editor/profiling.md#measure-editor-c-and-lua-iteration)
documents how to repeat the run and interpret its deliberately distinct timing
labels. C++ hot reload, state-preserving Lua reload and Player-world MCP are not
part of this P1 contract.
File diff suppressed because one or more lines are too long
@@ -0,0 +1,111 @@
# Final combined P1/P3 Release reference — 2026-09-24
This is the clean-source, physical-GPU reference for the checked-in playable
`collect-2d`, `collect-3d`, and Lua-only games at
`4a3453e2b1868555d833f578d43f48b8bc47d41a`. The real Release Editor
exported each project to a self-contained package. The packages were copied to
Unicode-named paths outside their disposable source projects, and those source
paths were hidden while each Player ran from an unrelated empty working
directory. The 3D export imported and packaged the Blender exit arch. All three
games passed standalone CPU validation and rendered **120/120** offscreen Vulkan
frames on the physical NVIDIA GeForce RTX 2080 Ti with the Khronos validation
layer active and **zero validation errors**. The [verifier report](report.json),
[2D manifest](evidence/collect-2d-manifest.json),
[3D manifest](evidence/collect-3d-manifest.json), and
[Lua manifest](evidence/lua-manifest.json) retain input, package and binary
hashes. The [toolchain supplement](provenance.json) binds the unmodified report
and 240-frame summary to the exact Editor, CMake, Ninja, Clang and Slang
binaries. The verifier recorded a clean checkout at its start, and the second
profiles used the same relocated Player binaries.
| Relocated package | Runtime | Frames | GPU validation | Source paths hidden |
| --- | --- | ---: | --- | --- |
| `collect-2d` | C++ | 120/120 | active, 0 errors | yes |
| `collect-3d` | C++ with Blender asset | 120/120 | active, 0 errors | yes |
| `lua` | Lua-only | 120/120 | active, 0 errors | yes |
The two **same relocated C++ executables** then ran a second, sequential
240-frame profile. For each run, the disposable source-project paths were again
hidden and restored afterward. These exact 2D/3D samples used default Direct
visibility and temporal Off, 1280×720 offscreen Vulkan, synchronous readback,
the active Khronos validation layer and synthetic fixed-step simulation. No
frame was discarded as a warm-up: the table uses nearest-rank p95 over all 240
completed frames, including the first. Both profiles report zero validation
errors. Raw [2D](reference-240/collect-2d-profile-240.json) and
[3D](reference-240/collect-3d-profile-240.json) profiles, exact
[2D invocation](reference-240/collect-2d-run-240.json) and
[3D invocation](reference-240/collect-3d-run-240.json), and the
[machine-readable budget comparison](reference-240/reference-summary.json)
support every value below.
| Exact-scene observation | Initial P1 tracking budget | 2D | 3D |
| --- | ---: | ---: | ---: |
| Frame wall p95 | ≤4 ms | 2.694 ms | 3.036 ms |
| GPU timestamp p95 | ≤1 ms | 0.573 ms | 0.617 ms |
| Readback CPU p95 | ≤1 ms | 0.559 ms | 0.561 ms |
| Simulation p95 | ≤0.5 ms | 0.242 ms | 0.300 ms |
| Scene snapshot p95 | ≤0.5 ms | 0.197 ms | 0.288 ms |
| `main()` to first frame | ≤500 ms | 295.4 ms | 248.3 ms |
| Maximum explicit Vulkan allocation | ≤20 MiB | **43.022 MiB — miss** | **43.118 MiB — miss** |
The memory miss is real, not a profile rounding artifact: 2D used 45,112,032
bytes and 3D used 45,212,272 bytes, while the earlier threshold was 20,971,520
bytes. Each run counted a **16 MiB sun atlas and a 16 MiB local-light atlas**
inside the live Vulkan allocation total. The 2D sprites produced no sun-shadow
raster work; the 3D meshes rendered four sun cascades. Neither sample used a
local shadow face. Both 2048² D32 atlases are currently allocated when the
Renderer is created, even when the scene never uses them. The remaining explicit
allocations were 11.022 MiB (2D) and 11.118 MiB (3D). Lazy local-atlas
allocation is a sensible follow-up, but alone it would still leave the 3D
scene above 20 MiB with its current 2048² sun atlas. We have kept the physical
counter and shadow resolution intact and recorded the miss rather than silently
changing either to satisfy an older threshold. The 20 MiB value is an initial
**tracking budget** for tiny pre-P3 scenes, not a functional export gate; any
revised shadow-memory budget needs its own measured baseline.
The Lua run establishes relocated Release execution, not a 2D/3D latency
budget. The [2026-09-18 Release reference](../../linux-release-2026-09-18/README.md)
used these scenes on the same GPU but an evolving earlier working tree; its
numbers are historical context, not this clean combined revision. This run
measures small scenes on one active Linux desktop and one driver (NVIDIA
595.84). GPU timestamps exclude CPU work, `renderer_readback_cpu` is a
map/copy/unmap duration inside the renderer call, and the explicit allocation
counter excludes driver-internal memory. It does not establish production-game
scaling, whole-process VRAM usage, display-paced FPS, physical Windows GPU
performance or absence of all leaks.
## Reproduce and inspect
From this repository with the dependencies configured:
```sh
cmake --preset linux-release
cmake --build --preset linux-release --target faset_editor --parallel 2
python3 tools/verify_playable_exports.py \
--editor build/linux-release/faset_editor \
--output /tmp/faset-p1-release-new \
--standalone-root /tmp/faset-p1-packages-new \
--include-lua
python3 docs/validation/p1-iteration-2026-09-24/final-release/profile_exact_scenes.py \
--verification /tmp/faset-p1-release-new/report.json \
--output /tmp/faset-p1-release-new/reference-240
```
Use **new, empty** output and standalone directories. The second helper
refuses an incomplete or dirty-tree verifier report, hides the disposable
source projects during each 240-frame run, checks exact settings and validation,
then restores them. The original [verifier log](verifier.log),
[240-frame log](reference-240.log), raw 120-frame profiles for
[2D](evidence/collect-2d-profile.json),
[3D](evidence/collect-3d-profile.json) and
[Lua](evidence/lua-profile.json), PPM captures, and the
[SHA-256 file list](SHA256SUMS.txt) are retained here. The
large disposable native build directories and relocated executable packages
remain under `/tmp`; their input, manifest and executable hashes are in the
reports.
![Relocated 2D sample](collect-2d.png)
![Relocated 3D sample with Blender asset](collect-3d.png)
![Relocated Lua sample](lua.png)
@@ -0,0 +1,35 @@
d5dca233d7ddbb7c32998ec920fda6cf67e6515c965372985c807ccd4ff54075 README.md
d23e8614c133938974d1c1a865100d24175242ab818573cb1416ba82d1e62260 collect-2d.png
f83799304917c2e0250605e83f69cbee4865818078ba3f9aed590c010f2b19b3 collect-3d.png
3ca7066843c2875c86a4917782a07f93358a44ebd220d25a3f2457ae542ec415 evidence/collect-2d-export.json
5f8de3eb000dc7207b256265f0fa20a29efe194dd1347ab4c3bf670cfdcfb2b0 evidence/collect-2d-manifest.json
c45dc33981db0c2038d22cda2be4151de46445a4f368259d6b0002c35e402633 evidence/collect-2d-profile.json
591329c7cb85c9fc0220deec7e76ca24e139037481d949c91882858c76c2621a evidence/collect-2d-run.json
af24b1c312e67b0e0cbe2b5871888db17b9bb47e95eca5028c9e07d72b2f1bea evidence/collect-2d-validate.json
f9d74067d87c1ebf30c6db372a26d93b7285791c8cb0307a24af5adb23bf201a evidence/collect-2d.ppm
a00c55bbda0242e924781b4ca9d73910741506dce4df93dafde8d729389511a8 evidence/collect-3d-export.json
7e09c5ae35c8f998510b83af51ded67bba0bc7483f8cfdb17a785368a8f9b2ca evidence/collect-3d-import.json
484eda90411c48277385a2f679561cfa6304965a7a7be6ec065bfbd9dace1722 evidence/collect-3d-manifest.json
96193de60cf7fa139fc110c99628e065779a378151e816ce947129ed4217f9a0 evidence/collect-3d-profile.json
17e2ea46f9811432018704fa2468850f015b113f3407525bf795c21cf44b4fcb evidence/collect-3d-run.json
f102446ff954cf1e9062726772a868ff1a30783da5ff77e2c3486227e8acc867 evidence/collect-3d-validate.json
2905891c9766b2f1f65d5b4284056cb3839f1faae195f9fea39a56e3ebf44363 evidence/collect-3d.ppm
737db5241ea2caba9393e18dbcf1e48ef6c106ae6f4fdc6ac3bfe0e2fc43325c evidence/lua-export.json
3caecdb756b289c2bd1f61ec4e5a8c5194b35166f34f332a1651a5a846e7f631 evidence/lua-manifest.json
eb985bd647266529ab98d0535150e20e7c54692a2546e0df935bbcfb71cbca66 evidence/lua-profile.json
acce29b23725fba6a54e2e70827b0bd92137408eacaec4f58f5dee37666a8d0c evidence/lua-run.json
f44cbe6db9ac6170c4db7f6f502fe09d62cc5da1e2535fe93cc474f6a28293ca evidence/lua-validate.json
e2f4c3b84de75dadd2e31d388d0ba51abc1861f1ec76eb7ba51a4a2dcac720a7 evidence/lua.ppm
5e395b08f275eadc6066697204abf2287e9a1ea124cba6cf6f5deca3924282aa evidence/vulkaninfo-summary.txt
19c9b2c5a401af52980604fa074f89fe9452cfa728a606ad937c509a1c4164eb lua.png
5d69428a1202c1e144779074c0ab88360c459e2dd99b22c1fcf8929dbeab2618 profile_exact_scenes.py
fa49dae530785e24fe028ee5d0ade949fab61d540b118d8bf96d787267e6f87b provenance.json
65858b1de2334d304ad3a0907180aaf4f79ead3da63762500e50b7298d922bfa reference-240/collect-2d-profile-240.json
0d117fc6571fc497271921e818c97c729aeb58da6613bb2b1f24c815ae171319 reference-240/collect-2d-run-240.json
b0c4c6b4020b1ded792917fff1f36510b76bb30864d89bd4e6e250b5693c5fe8 reference-240/collect-3d-profile-240.json
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"size": 8639
}
],
"format": "faset.export",
"generation": "004c6e18-969b-4ef5-95bb-5d7742f96564",
"lua_enabled": false,
"lua_fingerprint": "",
"platform": "linux",
"prerequisites": [
"Linux x86_64",
"Vulkan 1.3 driver",
"Compatible glibc and libstdc++ runtime"
],
"renderer_profile": {
"api": "Vulkan 1.3",
"materials": [
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"metallic and roughness factors"
],
"required_features": [
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],
"shadow_atlases": {
"caster_draw_limit": 4096,
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"sun_cascade_limit": 4
},
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"per-material face culling"
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},
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],
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},
"units": {
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"coordinates": "right-handed Y-up",
"distance": "metre"
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"version": 1
}
@@ -0,0 +1,18 @@
{
"arguments": [
"/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/collect-3d/faset_player",
"--headless",
"--frames",
"120",
"--capture",
"/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/collect-3d/verification.ppm",
"--profile",
"/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/collect-3d/profile.json"
],
"cwd": "/tmp/faset-p1-final-packages-4a3453e/empty-working-directory",
"seconds": 0.6575766110036056,
"exit_code": 0,
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"stdout": "New round: collect the three gold cubes, then reach the green exit. E resets.\n{\"device\":\"NVIDIA GeForce RTX 2080 Ti\",\"dimension\":3,\"effective_temporal_mode\":\"off\",\"effective_visibility_mode\":\"direct\",\"frames\":120,\"gpu_visibility_active\":false,\"temporal_mode\":\"off\",\"ticks\":120,\"validation_errors\":0,\"visibility_mode\":\"direct\"}\n",
"stderr": "warning: material material-bb63b094febbf90bb7049c9bcf7587bc has features beyond the initial base-color/PBR renderer\n"
}
@@ -0,0 +1,12 @@
{
"arguments": [
"/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/collect-3d/faset_player",
"--validate"
],
"cwd": "/tmp/faset-p1-final-packages-4a3453e/empty-working-directory",
"seconds": 0.00796160800382495,
"exit_code": 0,
"timed_out": false,
"stdout": "{\"dimension\":3,\"validated\":true}\n",
"stderr": "warning: material material-bb63b094febbf90bb7049c9bcf7587bc has features beyond the initial base-color/PBR renderer\n"
}
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
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"Vulkan 1.3 driver",
"Compatible glibc and libstdc++ runtime"
],
"renderer_profile": {
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"materials": [
"base-color factor and texture",
"metallic and roughness factors"
],
"required_features": [
"dynamicRendering",
"synchronization2"
],
"shadow_atlases": {
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"local_face_limit": 16,
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"sampled_d32_required": true,
"sun_cascade_limit": 4
},
"texture_sampling": "linear clamp, one mip level",
"unsupported_material_features": [
"normal maps",
"metallic-roughness maps",
"emissive and occlusion maps",
"alpha mode selection",
"unlit mode",
"per-material face culling"
]
},
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-9.81,
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],
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},
"units": {
"angle": "radian",
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},
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}
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,18 @@
{
"arguments": [
"/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/lua/faset_player",
"--headless",
"--frames",
"120",
"--capture",
"/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/lua/verification.ppm",
"--profile",
"/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/lua/profile.json"
],
"cwd": "/tmp/faset-p1-final-packages-4a3453e/empty-working-directory",
"seconds": 0.6108254339778796,
"exit_code": 0,
"timed_out": false,
"stdout": "{\"device\":\"NVIDIA GeForce RTX 2080 Ti\",\"dimension\":2,\"effective_temporal_mode\":\"off\",\"effective_visibility_mode\":\"direct\",\"frames\":120,\"gpu_visibility_active\":false,\"temporal_mode\":\"off\",\"ticks\":120,\"validation_errors\":0,\"visibility_mode\":\"direct\"}\n",
"stderr": "Lua player ready: A/D move, Space jump, E reset\n"
}
@@ -0,0 +1,12 @@
{
"arguments": [
"/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/lua/faset_player",
"--validate"
],
"cwd": "/tmp/faset-p1-final-packages-4a3453e/empty-working-directory",
"seconds": 0.009439726010896266,
"exit_code": 0,
"timed_out": false,
"stdout": "{\"dimension\":2,\"validated\":true}\n",
"stderr": ""
}
File diff suppressed because one or more lines are too long
@@ -0,0 +1,82 @@
==========
VULKANINFO
==========
Vulkan Instance Version: 1.4.341
Instance Extensions: count = 27
-------------------------------
VK_EXT_acquire_drm_display : extension revision 1
VK_EXT_acquire_xlib_display : extension revision 1
VK_EXT_debug_report : extension revision 10
VK_EXT_debug_utils : extension revision 2
VK_EXT_direct_mode_display : extension revision 1
VK_EXT_display_surface_counter : extension revision 1
VK_EXT_headless_surface : extension revision 1
VK_EXT_layer_settings : extension revision 2
VK_EXT_surface_maintenance1 : extension revision 1
VK_EXT_swapchain_colorspace : extension revision 5
VK_KHR_device_group_creation : extension revision 1
VK_KHR_display : extension revision 23
VK_KHR_external_fence_capabilities : extension revision 1
VK_KHR_external_memory_capabilities : extension revision 1
VK_KHR_external_semaphore_capabilities : extension revision 1
VK_KHR_get_display_properties2 : extension revision 1
VK_KHR_get_physical_device_properties2 : extension revision 2
VK_KHR_get_surface_capabilities2 : extension revision 1
VK_KHR_portability_enumeration : extension revision 1
VK_KHR_surface : extension revision 25
VK_KHR_surface_maintenance1 : extension revision 1
VK_KHR_surface_protected_capabilities : extension revision 1
VK_KHR_wayland_surface : extension revision 6
VK_KHR_xcb_surface : extension revision 6
VK_KHR_xlib_surface : extension revision 6
VK_LUNARG_direct_driver_loading : extension revision 1
VK_NV_display_stereo : extension revision 1
Instance Layers: count = 12
---------------------------
VK_LAYER_INTEL_nullhw INTEL NULL HW 1.1.73 version 1
VK_LAYER_KHRONOS_validation Khronos Validation Layer 1.4.341 version 1
VK_LAYER_MESA_anti_lag Open-source implementation of the VK_AMD_anti_lag extension. 1.4.303 version 1
VK_LAYER_MESA_device_select Linux device selection layer 1.4.303 version 1
VK_LAYER_MESA_overlay Mesa Overlay layer 1.4.303 version 1
VK_LAYER_MESA_screenshot Mesa Screenshot layer 1.4.303 version 1
VK_LAYER_NV_optimus NVIDIA Optimus layer 1.4.329 version 1
VK_LAYER_NV_present NVIDIA Presentation Layer 1.4.329 version 1
VK_LAYER_VALVE_steam_fossilize_32 Steam Pipeline Caching Layer 1.3.207 version 1
VK_LAYER_VALVE_steam_fossilize_64 Steam Pipeline Caching Layer 1.3.207 version 1
VK_LAYER_VALVE_steam_overlay_32 Steam Overlay Layer 1.3.207 version 1
VK_LAYER_VALVE_steam_overlay_64 Steam Overlay Layer 1.3.207 version 1
Devices:
========
GPU0:
apiVersion = 1.4.329
driverVersion = 595.84.0.0
vendorID = 0x10de
deviceID = 0x1e04
deviceType = PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
deviceName = NVIDIA GeForce RTX 2080 Ti
driverID = DRIVER_ID_NVIDIA_PROPRIETARY
driverName = NVIDIA
driverInfo = 595.84
conformanceVersion = 1.4.3.3
deviceUUID = 2c71c7ba-97ac-c78e-2c06-af362631f3fe
driverUUID = 027cbdd1-c478-513e-af69-ebc9eaa7de87
GPU1:
apiVersion = 1.4.335
driverVersion = 26.0.8
vendorID = 0x10005
deviceID = 0x0000
deviceType = PHYSICAL_DEVICE_TYPE_CPU
deviceName = llvmpipe (LLVM 21.1.8, 256 bits)
driverID = DRIVER_ID_MESA_LLVMPIPE
driverName = llvmpipe
driverInfo = Mesa 26.0.8-1ubuntu0.3 (LLVM 21.1.8)
conformanceVersion = 1.3.1.1
deviceUUID = 6d657361-3236-2e30-2e38-2d3175627500
driverUUID = 6c6c766d-7069-7065-5555-494400000000
WARNING: [Loader Message] Code 0 : ICD for selected physical device does not export vkGetPhysicalDeviceDisplayPlanePropertiesKHR!
WARNING: [Loader Message] Code 0 : ICD for selected physical device does not export vkGetPhysicalDeviceDisplayPropertiesKHR!
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@@ -0,0 +1,167 @@
#!/usr/bin/env python3
"""Profile the two relocated Release samples retained by verify_playable_exports.py."""
import argparse
import hashlib
import json
from pathlib import Path
import platform
import shutil
import subprocess
import time
def digest(path: Path) -> str:
return hashlib.sha256(path.read_bytes()).hexdigest()
def read(path: Path) -> dict:
return json.loads(path.read_text(encoding="utf-8"))
def write(path: Path, value: object) -> None:
path.write_text(json.dumps(value, ensure_ascii=False, indent=2) + "\n", encoding="utf-8")
def require(condition: bool, message: str) -> None:
if not condition:
raise RuntimeError(message)
def run_source_hidden(source: dict, command: list[str], cwd: Path) -> subprocess.CompletedProcess:
projects = Path(source["project_workspace"]) / "Faset Café 世界"
disabled = projects.parent / "projects-offline-reference"
require(projects.is_dir() and not disabled.exists(),
"Disposable source projects must be available to hide")
projects.rename(disabled)
try:
require(not projects.exists(), "Source project paths remain available")
return subprocess.run(command, cwd=cwd, capture_output=True, text=True,
encoding="utf-8", errors="replace", timeout=300)
finally:
if disabled.exists() and not projects.exists():
disabled.rename(projects)
def main() -> None:
parser = argparse.ArgumentParser(description=__doc__)
parser.add_argument("--verification", type=Path, required=True,
help="Passed report.json from tools/verify_playable_exports.py")
parser.add_argument("--output", type=Path, required=True,
help="New/empty directory for raw 240-frame evidence")
args = parser.parse_args()
verification = args.verification.resolve()
output = args.output.resolve()
source = read(verification)
require(source.get("status") == "passed" and not source.get("engine_dirty"),
"A clean, passed export verification is required")
require(source.get("frames_per_game") == 120, "Expected a 120-frame verifier")
require(set(source.get("requested_projects", [])) ==
{"collect-2d", "collect-3d", "lua"} and
{item.get("name") for item in source.get("projects", [])} ==
{"collect-2d", "collect-3d", "lua"} and
all(item.get("status") == "passed" and
item.get("completed_frames") == 120 and
item.get("source_project_paths_unavailable") is True
for item in source["projects"]),
"Expected three source-hidden 120-frame Release games")
require(not output.exists() or not any(output.iterdir()),
"Output directory must be new or empty")
output.mkdir(parents=True, exist_ok=True)
shutil.copy2(verification, output / "playable-report.json")
cwd = Path(source["standalone_root"]) / "empty-working-directory"
require(cwd.is_dir(), "Verifier's unrelated working directory is missing")
limits = {"wall": 4.0, "gpu": 1.0, "renderer_readback_cpu": 1.0,
"simulation": 0.5, "snapshot": 0.5}
report = {"format": "faset.p1-release-reference", "version": 1,
"source_revision": source["engine_revision"],
"editor_sha256": source["editor_sha256"],
"verification_sha256": digest(verification),
"host": {"platform": platform.platform(), "machine": platform.machine(),
"processor": platform.processor()},
"method": "sequential relocated Release Player, default direct/temporal-off, "
"offscreen 1280x720, 240 completed frames including first; "
"nearest-rank p95, validation/readback enabled",
"projects": []}
for item in source["projects"]:
if item["name"] not in ("collect-2d", "collect-3d"):
continue
require(item.get("status") == "passed" and item.get("configuration") == "Release" and
item.get("source_project_paths_unavailable") is True,
f"Incomplete relocated export: {item['name']}")
name = item["name"]
package = Path(item["standalone_directory"])
player = package / item["executable"]
require(player.is_file() and not player.is_symlink(), f"Missing Player: {player}")
profile_path = output / f"{name}-profile-240.json"
command = [str(player), "--headless", "--frames", "240", "--profile",
str(profile_path)]
started = time.monotonic()
process = run_source_hidden(source, command, cwd)
invocation = {"arguments": command, "cwd": str(cwd),
"source_project_paths_unavailable": True,
"seconds": time.monotonic() - started,
"exit_code": process.returncode,
"stdout": process.stdout, "stderr": process.stderr}
write(output / f"{name}-run-240.json", invocation)
require(process.returncode == 0 and profile_path.is_file(),
f"240-frame Player failed; inspect {name}-run-240.json")
profile = read(profile_path)
require(profile.get("format") == "faset.player-profile" and
profile.get("completed_frames") == 240 and
len(profile.get("samples", [])) == 240 and
profile.get("dimension") == item["dimension"] and
profile.get("presentation_mode") == "offscreen" and
profile.get("width") == 1280 and profile.get("height") == 720 and
profile.get("visibility_mode") == "direct" and
profile.get("effective_visibility_mode") == "direct" and
profile.get("temporal_mode") == "off" and
profile.get("effective_temporal_mode") == "off" and
profile.get("percentile_method") ==
"nearest_rank_all_completed_frames_no_warmup_exclusion" and
profile.get("validation_enabled") is True and
profile.get("validation_errors") == 0,
f"Invalid reference profile: {profile_path}")
p95 = {key: profile["summary_ms"][key]["p95"] for key in limits}
allocated = max(sample["gpu_allocated_bytes"] for sample in profile["samples"])
sun_atlas = max(sample["sun_shadow_atlas_bytes"] for sample in profile["samples"])
local_atlas = max(sample["local_shadow_atlas_bytes"] for sample in profile["samples"])
startup = profile["startup_ms"]["main_to_first_frame"]
checks = {key: {"observed_ms": value, "limit_ms": limits[key],
"met": value is not None and value <= limits[key]}
for key, value in p95.items()}
checks["explicit_allocation"] = {"observed_bytes": allocated,
"limit_bytes": 20 * 1024 * 1024,
"met": allocated <= 20 * 1024 * 1024}
checks["startup"] = {"observed_ms": startup, "limit_ms": 500.0,
"met": startup <= 500.0}
result = {"name": name, "dimension": item["dimension"],
"device": profile["device"], "player_sha256": digest(player),
"manifest_sha256": digest(package / "manifest.json"),
"profile_sha256": digest(profile_path),
"requested_frames": profile["requested_frames"],
"completed_frames": profile["completed_frames"],
"summary_ms": profile["summary_ms"], "startup_ms": profile["startup_ms"],
"effective_lighting_path": profile.get("effective_lighting_path"),
"gpu_allocated_bytes_max": allocated,
"sun_shadow_atlas_bytes_max": sun_atlas,
"local_shadow_atlas_bytes_max": local_atlas,
"gpu_allocated_excluding_shadow_atlases_bytes_max": max(
sample["gpu_allocated_bytes"] -
sample["sun_shadow_atlas_bytes"] -
sample["local_shadow_atlas_bytes"]
for sample in profile["samples"]),
"effective_sun_cascades_max": max(
sample["effective_sun_cascades"] for sample in profile["samples"]),
"local_shadow_faces_max": max(
sample["local_shadow_faces"] for sample in profile["samples"]),
"budget_checks": checks}
report["projects"].append(result)
write(output / "reference-summary.json", report)
require({item["name"] for item in report["projects"]} == {"collect-2d", "collect-3d"},
"Both exact sample scenes are required")
print(output / "reference-summary.json")
if __name__ == "__main__":
main()
@@ -0,0 +1,111 @@
{
"format": "faset.p1-release-toolchain-provenance",
"version": 1,
"source_revision": "4a3453e2b1868555d833f578d43f48b8bc47d41a",
"source_clean_at_verifier_start": true,
"build_preset": "linux-release",
"configuration": "Release",
"host": {
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
"machine": "x86_64",
"processor": "",
"logical_cpus": 16,
"cpu_model": "AMD Ryzen 7 1700 Eight-Core Processor",
"mem_total": "32784216 kB"
},
"report_sha256": "63da692b605621acc1cace00d4a3c9cf35de13abfd4351aea6653a88c870e03f",
"reference_summary_sha256": "f8297f3cb0578addee56c0b3cb9439b37ae37707b02d433d662b534620f329e9",
"editor_sha256": "73702e9f0fe015ef932db694400a0501048be2d602ab521ecc48c51767275d23",
"verifier_tool_sha256": "21485df78b81c22bce1f6dfc810997f3ac0505cacd8bc647786ce9d90a7c67e1",
"profile_helper_sha256": "5d69428a1202c1e144779074c0ab88360c459e2dd99b22c1fcf8929dbeab2618",
"selected_tools": {
"cmake": {
"selected": "/usr/bin/cmake",
"resolved": "/usr/bin/cmake",
"sha256": "6e1dccda39845415d68eabb934c598998949c99ec4668625d571aee1827b05c7",
"version_exit_code": 0,
"version_output": "cmake version 4.2.3\n\nCMake suite maintained and supported by Kitware (kitware.com/cmake).",
"version_flag": "--version"
},
"ninja": {
"selected": "/usr/bin/ninja",
"resolved": "/usr/bin/ninja",
"sha256": "91e9548850cda2799facfdaa7abe33f9e978832f85e98212255708a7bbe437f2",
"version_exit_code": 0,
"version_output": "1.13.2",
"version_flag": "--version"
},
"c_compiler": {
"selected": "clang",
"resolved": "/usr/lib/llvm-21/bin/clang",
"sha256": "412bbe8c60571a1eb06f48fde89635033621caeb01a9b4ee76d46711bae8e932",
"version_exit_code": 0,
"version_output": "Ubuntu clang version 21.1.8 (6ubuntu1)\nTarget: x86_64-pc-linux-gnu\nThread model: posix\nInstalledDir: /usr/lib/llvm-21/bin",
"version_flag": "--version"
},
"cxx_compiler": {
"selected": "clang++",
"resolved": "/usr/lib/llvm-21/bin/clang",
"sha256": "412bbe8c60571a1eb06f48fde89635033621caeb01a9b4ee76d46711bae8e932",
"version_exit_code": 0,
"version_output": "Ubuntu clang version 21.1.8 (6ubuntu1)\nTarget: x86_64-pc-linux-gnu\nThread model: posix\nInstalledDir: /usr/lib/llvm-21/bin",
"version_flag": "--version"
},
"slangc": {
"selected": "/home/emil/Desktop/.worktrees/Faset_Engine-p1-p3-integration/.cache/slang/bin/slangc",
"resolved": "/home/emil/Desktop/Faset_Engine/.cache/slang/bin/slangc",
"sha256": "ff47ad16a3110e43f96a45e90720e6f894371d27f5e47715b298159e395b75e8",
"version_exit_code": 0,
"version_output": "2026.18",
"version_flag": "-version"
}
},
"gpu": [
{
"project": "collect-2d",
"device": "NVIDIA GeForce RTX 2080 Ti",
"device_class": "physical",
"driver": {
"apiVersion": "1.4.329",
"driverVersion": "595.84.0.0",
"deviceName": "NVIDIA GeForce RTX 2080 Ti",
"driverID": "DRIVER_ID_NVIDIA_PROPRIETARY",
"driverName": "NVIDIA",
"driverInfo": "595.84"
},
"validation_enabled": true,
"validation_errors": 0
},
{
"project": "collect-3d",
"device": "NVIDIA GeForce RTX 2080 Ti",
"device_class": "physical",
"driver": {
"apiVersion": "1.4.329",
"driverVersion": "595.84.0.0",
"deviceName": "NVIDIA GeForce RTX 2080 Ti",
"driverID": "DRIVER_ID_NVIDIA_PROPRIETARY",
"driverName": "NVIDIA",
"driverInfo": "595.84"
},
"validation_enabled": true,
"validation_errors": 0
},
{
"project": "lua",
"device": "NVIDIA GeForce RTX 2080 Ti",
"device_class": "physical",
"driver": {
"apiVersion": "1.4.329",
"driverVersion": "595.84.0.0",
"deviceName": "NVIDIA GeForce RTX 2080 Ti",
"driverID": "DRIVER_ID_NVIDIA_PROPRIETARY",
"driverName": "NVIDIA",
"driverInfo": "595.84"
},
"validation_enabled": true,
"validation_errors": 0
}
],
"supplement_created_utc": "2026-09-24T02:15:34.021841+00:00"
}
@@ -0,0 +1 @@
/tmp/faset-p1-final-release-4a3453e/reference-240/reference-summary.json
@@ -0,0 +1,16 @@
{
"arguments": [
"/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/collect-2d/faset_player",
"--headless",
"--frames",
"240",
"--profile",
"/tmp/faset-p1-final-release-4a3453e/reference-240/collect-2d-profile-240.json"
],
"cwd": "/tmp/faset-p1-final-packages-4a3453e/empty-working-directory",
"source_project_paths_unavailable": true,
"seconds": 0.9077925750170834,
"exit_code": 0,
"stdout": "New round: collect the three gold cubes, then reach the green exit. E resets.\n{\"device\":\"NVIDIA GeForce RTX 2080 Ti\",\"dimension\":2,\"effective_temporal_mode\":\"off\",\"effective_visibility_mode\":\"direct\",\"frames\":240,\"gpu_visibility_active\":false,\"temporal_mode\":\"off\",\"ticks\":240,\"validation_errors\":0,\"visibility_mode\":\"direct\"}\n",
"stderr": ""
}
@@ -0,0 +1,16 @@
{
"arguments": [
"/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/collect-3d/faset_player",
"--headless",
"--frames",
"240",
"--profile",
"/tmp/faset-p1-final-release-4a3453e/reference-240/collect-3d-profile-240.json"
],
"cwd": "/tmp/faset-p1-final-packages-4a3453e/empty-working-directory",
"source_project_paths_unavailable": true,
"seconds": 0.969158330000937,
"exit_code": 0,
"stdout": "New round: collect the three gold cubes, then reach the green exit. E resets.\n{\"device\":\"NVIDIA GeForce RTX 2080 Ti\",\"dimension\":3,\"effective_temporal_mode\":\"off\",\"effective_visibility_mode\":\"direct\",\"frames\":240,\"gpu_visibility_active\":false,\"temporal_mode\":\"off\",\"ticks\":240,\"validation_errors\":0,\"visibility_mode\":\"direct\"}\n",
"stderr": "warning: material material-bb63b094febbf90bb7049c9bcf7587bc has features beyond the initial base-color/PBR renderer\n"
}
@@ -0,0 +1,577 @@
{
"format": "faset.playable-export-verification",
"version": 1,
"started_utc": "2026-09-24T02:01:24.205054+00:00",
"platform": "linux",
"engine": "/home/emil/Desktop/.worktrees/Faset_Engine-p1-p3-integration",
"editor": "/home/emil/Desktop/.worktrees/Faset_Engine-p1-p3-integration/build/linux-release/faset_editor",
"standalone_root": "/tmp/faset-p1-final-packages-4a3453e",
"engine_revision": "4a3453e2b1868555d833f578d43f48b8bc47d41a",
"engine_dirty": false,
"engine_git_status": [],
"engine_diff_sha256": null,
"editor_sha256": "73702e9f0fe015ef932db694400a0501048be2d602ab521ecc48c51767275d23",
"project_workspace": "/tmp/faset-p1-final-release-4a3453e",
"vulkaninfo_available": true,
"driver_override": null,
"frames_per_game": 120,
"status": "passed",
"projects": [
{
"name": "collect-2d",
"dimension": 2,
"language": "cpp",
"source_inputs": [
{
"path": ".gitignore",
"sha256": "53aa4d7124d4c8d93b8d7c4cb470b6c82b844e019a660d6243ffeadc50602de1"
},
{
"path": "README.md",
"sha256": "8cf5a2d6de849eb090b9ea6d5e27841f551bd06947e5054f0d2f59639a90edd0"
},
{
"path": "Scenes/main.scene.json",
"sha256": "be48a6d21385e717b6c8ebf9a3b4322eebbeff6bb067428e089ab5214be79854"
},
{
"path": "Scripts/Gameplay.cpp",
"sha256": "6b581b24da613e1915819de0a0f0ea820dd3333efa62c4b479a9ea7ffdbc6bcc"
},
{
"path": "Scripts/Gameplay.hpp",
"sha256": "4121587182ed4f74901b1c0757c53daadbf309af1d6bb5dd87fef142130ccbbe"
},
{
"path": "project.faset.json",
"sha256": "36e2acd32210f5489372a2331346a3294ead2395f0713e3e5fd2da4e83263689"
}
],
"generation": "ca306aa8-a094-42bc-833f-a24a05cab73d",
"configuration": "Release",
"standalone_directory": "/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/collect-2d",
"executable": "faset_player",
"package_file_count": 41,
"asset_generations": {},
"device": "NVIDIA GeForce RTX 2080 Ti",
"device_class": "physical",
"driver": {
"apiVersion": "1.4.329",
"driverVersion": "595.84.0.0",
"deviceName": "NVIDIA GeForce RTX 2080 Ti",
"driverID": "DRIVER_ID_NVIDIA_PROPRIETARY",
"driverName": "NVIDIA",
"driverInfo": "595.84"
},
"validation_enabled": true,
"validation_errors": 0,
"completed_frames": 120,
"summary_ms": {
"gpu": {
"max": 0.581984,
"min": 0.555552,
"p50": 0.5592,
"p95": 0.568896,
"samples": 120
},
"render_call": {
"max": 6.021328,
"min": 1.627681,
"p50": 1.892219,
"p95": 2.165605,
"samples": 120
},
"renderer_cpu": {
"max": 6.013313,
"min": 1.621609,
"p50": 1.883223,
"p95": 2.15763,
"samples": 120
},
"renderer_readback_cpu": {
"max": 2.645991,
"min": 0.386439,
"p50": 0.478583,
"p95": 0.582889,
"samples": 120
},
"simulation": {
"max": 0.332657,
"min": 0.135175,
"p50": 0.166364,
"p95": 0.244932,
"samples": 120
},
"snapshot": {
"max": 0.250653,
"min": 0.130637,
"p50": 0.153339,
"p95": 0.221498,
"samples": 120
},
"wall": {
"max": 6.632972,
"min": 1.913981,
"p50": 2.233333,
"p95": 2.59779,
"samples": 120
}
},
"capture": {
"width": 1280,
"height": 720,
"sampled_colors": 7,
"sha256": "f9d74067d87c1ebf30c6db372a26d93b7285791c8cb0307a24af5adb23bf201a"
},
"source_project_paths_unavailable": true,
"status": "passed"
},
{
"name": "collect-3d",
"dimension": 3,
"language": "cpp",
"source_inputs": [
{
"path": ".gitignore",
"sha256": "53aa4d7124d4c8d93b8d7c4cb470b6c82b844e019a660d6243ffeadc50602de1"
},
{
"path": "Assets/exit-arch/create.py",
"sha256": "9c7291124fb1498a3f992ef74afc39cd98f9cc3e2ff4687c633bece85d580905"
},
{
"path": "Assets/exit-arch/manifest.json",
"sha256": "7a13347adc89761fb02ebeab3c58ba87f319cd62f53ec87a3bb61bcd066ffa55"
},
{
"path": "Assets/exit-arch/manifest.json.faset-import.json",
"sha256": "ef4eef28a18a0cc40a40df75db34c97faa5d783b891265f862633f3aec514afc"
},
{
"path": "Assets/exit-arch/payload/ee6c748a212905fc9c465cbe95c033e94b80be643624f4f240ad5353761205b3.glb",
"sha256": "ee6c748a212905fc9c465cbe95c033e94b80be643624f4f240ad5353761205b3"
},
{
"path": "Assets/exit-arch/source.blend",
"sha256": "ff2676bec97ab778e531e87a185ad716049ea3b05b4a4f0027a6345737735035"
},
{
"path": "README.md",
"sha256": "2df5ca4df47ab5d3d05d41508201296d4ad5ec876245f19f061767ade6a30e8f"
},
{
"path": "Scenes/main.scene.json",
"sha256": "61b65baf79e52f07ac386a7f98acf985a1b09e88770cdde37ef461dc94b9dcd7"
},
{
"path": "Scripts/Extensions/Beacon.hpp",
"sha256": "c60d56161eead16f541835053ad32ac3333383d83015709c060b7d45e0af5a97"
},
{
"path": "Scripts/Gameplay.cpp",
"sha256": "5d419786a6861d7f14ed4eca54634694d8cd43be5dbbd60a2c6790db665c3a6a"
},
{
"path": "Scripts/Gameplay.hpp",
"sha256": "4121587182ed4f74901b1c0757c53daadbf309af1d6bb5dd87fef142130ccbbe"
},
{
"path": "project.faset.json",
"sha256": "43d273b1054ec9069369073f54cc1fc7efb3d6b699dcd342c552a2dc2ef852ef"
}
],
"import": {
"asset_id": "5832763b-3ed0-44d6-9088-0b524f196a91",
"cache_hit": false,
"diagnostics": [],
"generation": "4a5bfcc1437a7b4d65c388da2beace0308cceda8e16503d08ce676260f21d5c2",
"manifest": {
"asset_id": "5832763b-3ed0-44d6-9088-0b524f196a91",
"files": [
{
"path": "meshes/mesh-fc069a07a87e0f831fd92efdbc4efa1f-0.fmesh",
"sha256": "98b38aca7d2786c58a2265ba4d1f2255123f03d31d947e239232cf55bfdc2c97",
"size": 928
},
{
"path": "meshes/mesh-0961e2a3f92977836a3aa80cab09277e-0.fmesh",
"sha256": "98b38aca7d2786c58a2265ba4d1f2255123f03d31d947e239232cf55bfdc2c97",
"size": 928
},
{
"path": "meshes/mesh-93b5b3e52cb6bb120fefb80e2d8e222b-0.fmesh",
"sha256": "3875c16ea628d4126373ebfe07816621fbad3961596a2fcd112f1eec0e378071",
"size": 928
}
],
"generation": "4a5bfcc1437a7b4d65c388da2beace0308cceda8e16503d08ce676260f21d5c2",
"importer": "faset-gltf-1/cgltf-1.15",
"input_key": {
"bundle_sha256": "7a13347adc89761fb02ebeab3c58ba87f319cd62f53ec87a3bb61bcd066ffa55",
"dependencies": {},
"importer": "faset-gltf-1/cgltf-1.15",
"settings": {},
"source": "ee6c748a212905fc9c465cbe95c033e94b80be643624f4f240ad5353761205b3",
"target_profile": "desktop-static-pbr-v1",
"toolchain": {
"cgltf": "360db1a95480fe102ae9c69b27c5d101167ff5ba",
"stb": "2c980bb59875b0d32144a71867fbdebb2f77cd20"
}
},
"kind": "scene",
"materials": [
{
"alpha_cutoff": 0.5,
"alpha_mode": "OPAQUE",
"base_color": [
0.2199999988079071,
0.28999999165534973,
0.3400000035762787,
1.0
],
"base_color_texture": -1,
"double_sided": true,
"emissive": [
0.0,
0.0,
0.0
],
"emissive_texture": -1,
"format": "faset.material",
"id": "material-bb63b094febbf90bb7049c9bcf7587bc",
"metallic": 0.07999999821186066,
"metallic_roughness_texture": -1,
"name": "Weathered stone",
"normal_texture": -1,
"occlusion_texture": -1,
"roughness": 0.800000011920929,
"unlit": false,
"version": 1
}
],
"meshes": [
{
"id": "mesh-fc069a07a87e0f831fd92efdbc4efa1f",
"name": "Cube.001",
"primitives": [
{
"material": 0,
"path": "meshes/mesh-fc069a07a87e0f831fd92efdbc4efa1f-0.fmesh"
}
]
},
{
"id": "mesh-0961e2a3f92977836a3aa80cab09277e",
"name": "Cube.002",
"primitives": [
{
"material": 0,
"path": "meshes/mesh-0961e2a3f92977836a3aa80cab09277e-0.fmesh"
}
]
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@@ -0,0 +1,11 @@
collect-2d-export: /home/emil/Desktop/.worktrees/Faset_Engine-p1-p3-integration/build/linux-release/faset_editor --engine /home/emil/Desktop/.worktrees/Faset_Engine-p1-p3-integration --project "/tmp/faset-p1-final-release-4a3453e/Faset Café 世界/collect-2d" --command "{\"name\": \"faset_export\", \"arguments\": {\"document\": \"example-collect-2d-scene\", \"output\": \"Exports\"}}" --wait
collect-3d-import: /home/emil/Desktop/.worktrees/Faset_Engine-p1-p3-integration/build/linux-release/faset_editor --engine /home/emil/Desktop/.worktrees/Faset_Engine-p1-p3-integration --project "/tmp/faset-p1-final-release-4a3453e/Faset Café 世界/collect-3d" --command "{\"name\": \"faset_import\", \"arguments\": {\"path\": \"Assets/exit-arch/manifest.json\"}}" --wait
collect-3d-export: /home/emil/Desktop/.worktrees/Faset_Engine-p1-p3-integration/build/linux-release/faset_editor --engine /home/emil/Desktop/.worktrees/Faset_Engine-p1-p3-integration --project "/tmp/faset-p1-final-release-4a3453e/Faset Café 世界/collect-3d" --command "{\"name\": \"faset_export\", \"arguments\": {\"document\": \"example-collect-3d-scene\", \"output\": \"Exports\"}}" --wait
lua-export: /home/emil/Desktop/.worktrees/Faset_Engine-p1-p3-integration/build/linux-release/faset_editor --engine /home/emil/Desktop/.worktrees/Faset_Engine-p1-p3-integration --project "/tmp/faset-p1-final-release-4a3453e/Faset Café 世界/lua" --command "{\"name\": \"faset_export\", \"arguments\": {\"document\": \"example-lua-scene\", \"output\": \"Exports\"}}" --wait
collect-2d-validate: "/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/collect-2d/faset_player" --validate
collect-2d-run: "/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/collect-2d/faset_player" --headless --frames 120 --capture "/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/collect-2d/verification.ppm" --profile "/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/collect-2d/profile.json"
collect-3d-validate: "/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/collect-3d/faset_player" --validate
collect-3d-run: "/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/collect-3d/faset_player" --headless --frames 120 --capture "/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/collect-3d/verification.ppm" --profile "/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/collect-3d/profile.json"
lua-validate: "/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/lua/faset_player" --validate
lua-run: "/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/lua/faset_player" --headless --frames 120 --capture "/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/lua/verification.ppm" --profile "/tmp/faset-p1-final-packages-4a3453e/Faset Café 世界/lua/profile.json"
3 relocated Release game(s) passed: /tmp/faset-p1-final-release-4a3453e/report.json
@@ -0,0 +1,53 @@
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@@ -0,0 +1,2 @@
Command exited with non-zero status 1
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File diff suppressed because one or more lines are too long
@@ -0,0 +1,17 @@
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@@ -0,0 +1 @@
{"peak_rss_kib":351984}
File diff suppressed because one or more lines are too long
@@ -0,0 +1,17 @@
{
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@@ -0,0 +1 @@
{"peak_rss_kib":9248}
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