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Faset_Engine/docs/validation/p1-starters-linux-2026-09-24.md
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Record Linux starter project validation
2026-09-24 01:59:22 +03:00

2.3 KiB

P1 starter projects: Linux checkpoint (2026-09-24)

This is a focused validation of the four explicit new-project choices in commit cbb8b4508723e1a3a0bbd53c884e116a47b121dc. It is not the final P1 acceptance record. The run used Linux 7.0.0-31-generic x86_64, Clang 21.1.8, CMake 4.2.3, and an NVIDIA GeForce RTX 2080 Ti with driver 595.84.

The Editor CLI created C++ 2D, C++ 3D, Lua 2D, and Lua 3D projects in disposable directories with --new, --dimension, and --language. The test checked the project manifest, authored start scene, behavior binding, Lua script declaration, LuaLS files, and the absence of a C++ gameplay stub in Lua-only projects. A real Debug faset_build succeeded for C++ 2D and Lua 3D. Their built Players then validated and rendered both corresponding scene dimensions using the same language module, so all four templates exercised runtime schema and rendering. Each headless one-frame render reported validation_errors: 0 on the physical GPU.

Project Built Player used --validate One-frame headless render
C++ 2D C++ 2D passed passed
C++ 3D C++ 2D passed passed
Lua 2D Lua 3D passed passed
Lua 3D Lua 3D passed passed

The C++ and Lua source files are identical within each language choice; the 2D/3D difference is the authored scene. Reusing one built Player per language therefore checks scene validity without repeating an identical native compile. The focused CTest cases process_and_cook and editor_ui_launcher passed 2/2. They include a two-service concurrent creation test: exactly one starter wins, and the other cannot overwrite it. A fresh Lua starter was initialized as a Git repository; git check-ignore confirmed .faset/cache is ignored while the LuaLS API declaration .faset/lua/faset.lua can be committed. A strict MkDocs build passed.

These captures are representative output from the C++ 2D and 3D scenes. Lua scenes rendered the same layout with their own behavior module.

C++ 2D starter after one frame

C++ 3D starter after one frame

The run did not test Windows, a relocated Release export, multi-frame gameplay input, or the final P1 build-cache integration. Those belong to the P1 acceptance matrix and must be recorded separately.