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43 lines
2.3 KiB
Markdown
43 lines
2.3 KiB
Markdown
# P1 starter projects: Linux checkpoint (2026-09-24)
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This is a focused validation of the four explicit new-project choices in commit
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`cbb8b4508723e1a3a0bbd53c884e116a47b121dc`. It is not the final P1 acceptance
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record. The run used Linux 7.0.0-31-generic x86_64, Clang 21.1.8, CMake 4.2.3,
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and an NVIDIA GeForce RTX 2080 Ti with driver 595.84.
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The Editor CLI created C++ 2D, C++ 3D, Lua 2D, and Lua 3D projects in disposable
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directories with `--new`, `--dimension`, and `--language`. The test checked the
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project manifest, authored start scene, behavior binding, Lua script declaration,
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LuaLS files, and the absence of a C++ gameplay stub in Lua-only projects. A real
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Debug `faset_build` succeeded for C++ 2D and Lua 3D. Their built Players then
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validated and rendered **both** corresponding scene dimensions using the same
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language module, so all four templates exercised runtime schema and rendering.
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Each headless one-frame render reported `validation_errors: 0` on the physical GPU.
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| Project | Built Player used | `--validate` | One-frame headless render |
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| --- | --- | --- | --- |
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| C++ 2D | C++ 2D | passed | passed |
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| C++ 3D | C++ 2D | passed | passed |
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| Lua 2D | Lua 3D | passed | passed |
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| Lua 3D | Lua 3D | passed | passed |
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The C++ and Lua source files are identical within each language choice; the 2D/3D
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difference is the authored scene. Reusing one built Player per language therefore
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checks scene validity without repeating an identical native compile. The focused
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CTest cases `process_and_cook` and `editor_ui_launcher` passed 2/2. They include a
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two-service concurrent creation test: exactly one starter wins, and the other
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cannot overwrite it. A fresh Lua starter was initialized as a Git repository;
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`git check-ignore` confirmed `.faset/cache` is ignored while the LuaLS API
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declaration `.faset/lua/faset.lua` can be committed. A strict MkDocs build passed.
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These captures are representative output from the C++ 2D and 3D scenes. Lua
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scenes rendered the same layout with their own behavior module.
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The run did not test Windows, a relocated Release export, multi-frame gameplay
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input, or the final P1 build-cache integration. Those belong to the P1 acceptance
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matrix and must be recorded separately.
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