# Lua-only Release game: relocated execution This is a local Linux result for source revision `433185717e1f324acb6eaf186818589d11697453` on 2026-09-24. The [machine-readable report](report.json) records the exact source input hashes, Release package, Editor binary hash, command arguments and elapsed times. The Editor itself was built with the `linux-release` preset. The exported Player and package also identify their configuration as Release. | Check | Observed result | |---|---| | Disposable source | `examples/lua` copied to a Unicode-path temporary project outside the engine tree | | Package | `lua_enabled: true`; 32 hash-checked files, including Lua gameplay source and `Notices/lua/LICENSE.txt`; no project `Gameplay.cpp` or `.hpp` | | Relocation | Generation copied outside the project/engine; original project path hidden before Player launch | | CPU validation | Packaged Player `--validate` succeeded from an unrelated empty working directory | | GPU execution | 120/120 headless 1280×720 frames, 0 validation errors | | Device | NVIDIA GeForce RTX 2080 Ti; proprietary driver 595.84, Vulkan 1.4.329; selected-device details in the report and [Vulkan probe](vulkaninfo-summary.txt) | | Image | Four expected scene colors, including cyan player and gold collectible; raw [PPM](lua.ppm) SHA-256 `e2f4c3b84de75dadd2e31d388d0ba51abc1861f1ec76eb7ba51a4a2dcac720a7` | | Focused Release CTest | 5/5: `lua_contracts`, `lua_safety_contracts`, `lua_cli_contracts`, `lua_player_reload`, `build_schema_publication` | The [manifest](lua-manifest.json) binds the package file checksums. The [Player profile](lua-profile.json) contains all 120 per-frame samples and resource/timing definitions; the [validate](lua-validate.json), [render](lua-run.json) and [export](lua-export.json) logs retain raw process results. The [PNG preview](lua.png) is a lossless conversion of the checked PPM. The verifier also confirmed a clean Git source tree, rejected undeclared package files and unexpected C++ script files, classified the selected device as physical, and found the sample Lua `on_start` log in the relocated run. To repeat this check from a built checkout, choose a **new, empty** output directory: ```sh cmake --preset linux-release cmake --build --preset linux-release --target faset_editor --parallel 4 python3 tools/verify_playable_exports.py --editor build/linux-release/faset_editor \ --output .cache/lua-release-check --only-lua cmake --build --preset linux-release --target faset_player faset_schema_exporter \ faset_lua_tests faset_lua_safety_tests faset_build_schema_tests --parallel 4 ctest --test-dir build/linux-release --no-tests=error --output-on-failure \ -R '^(lua_contracts|lua_safety_contracts|lua_cli_contracts|lua_player_reload|build_schema_publication)$' ``` 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. ![Lua game rendered by the relocated Release Player](lua.png)