diff --git a/README.md b/README.md index a75164d..22114d0 100644 --- a/README.md +++ b/README.md @@ -116,20 +116,32 @@ and is unit-tested on its own — including the case a screenshot can't easily catch, dragging an object parented under a non-uniformly-scaled parent. -**M4 in progress.** `engine.physics` wraps Box3D and `engine.audio` wraps -miniaudio, both through a deliberately narrow C shim — neither library's -own config structs (large, with function pointers and, for Box3D, at -least one type that "cannot be directly copied") cross the P/Invoke -boundary, only plain scalars and handles do. `samples/PhysicsDemo` ties -physics, audio, input, and rendering together in one running project with -`engine.editor` deliberately left out of its `project.json` — the -shippable configuration, not the dev one. `.github/workflows/build.yml` -builds and tests both native shims and the full solution on real -`ubuntu-latest` and `windows-latest` runners, since nothing on a single -Linux dev machine can otherwise verify the Windows half of M4's own "done -when." Still open: the build pipeline hasn't actually run on GitHub yet -(pending a `workflow` OAuth scope grant), and M4's "one small game" -target is the physics demo so far, not yet a scored 20-minute one. +**M4 in progress — the "done when" is met.** `engine.physics` wraps Box3D +and `engine.audio` wraps miniaudio, both through a deliberately narrow C +shim — neither library's own config structs (large, with function +pointers and, for Box3D, at least one type that "cannot be directly +copied") cross the P/Invoke boundary, only plain scalars and handles do. +`samples/PhysicsDemo` ties physics, audio, input, and rendering together +in one running project with `engine.editor` deliberately left out of its +`project.json` — the shippable configuration, not the dev one. +`.github/workflows/build.yml` builds both native shims from source, runs +the full test suite, and headless-verifies real physics end to end, on +real `ubuntu-latest` and `windows-latest` runners — the only way to check +the Windows half at all from a single Linux dev machine. **Both platforms +are green.** The first real run caught two things no amount of local +testing could have: the linux-x64 `.so` committed for local dev +convenience, built against this dev machine's own newer glibc, didn't +load on `ubuntu-latest`'s (CI now rebuilds it fresh every run instead of +trusting a locally-built binary); and `--headless` doesn't stop a loaded +`engine.windowing`/`engine.render` from creating a real GL context +regardless, which fails outright on a GPU-less runner (CI's verification +step now stages a separate, `engine.physics`-only build with no window +plugin at all — `engine.render`'s own correctness is proven by real +screenshots on a real desktop instead, not something a headless runner +could check anyway). + +Still open for M4: the "one small game" target is the physics demo so +far, not yet a scored 20-minute one. See the build order (M0–M4) in [`docs/kernel-contract.md`](docs/kernel-contract.md) for the rest. diff --git a/docs/kernel-contract.md b/docs/kernel-contract.md index f223532..0f5df7a 100644 --- a/docs/kernel-contract.md +++ b/docs/kernel-contract.md @@ -436,7 +436,7 @@ cost of changing course is still zero. | **M1** | **Window, input, a triangle.** Three separate plugins over Silk.NET. First real-load test of the data channel. | The triangle's color changes by editing system code, with no app restart. | | **M2** | **Assets and scenes.** Hot-reloading asset plugin, scene format, `World` serialization. | Swapping a texture on disk changes the picture with nothing stopped; a scene loads and saves. | | **M3** | **Editor as plugins — done.** Shell (`engine.editor`, ImGui over the live scene, see §5 and the new `Stage.Present`), reflection-based inspector and hierarchy, Play/Stop on snapshots, a real 3D translate gizmo driven by the actual camera. | Entering Play takes under 100 ms — the original complaint about Unity is closed. Proven twice: `WorldSnapshotTests` (kernel, 300 `GameObject`s) and a real editor run against `samples/WindowDemo` (13ms, logged by `PlayModeController`). | -| **M4** | **One small game, end to end — in progress.** `engine.physics` (Box3D) and `engine.audio` (miniaudio) done, both over a narrow, scalars-only P/Invoke shim; `samples/PhysicsDemo` ties physics/audio/input/render together with `engine.editor` deliberately excluded from its `project.json`; `.github/workflows/build.yml` builds and tests on real `ubuntu-latest`/`windows-latest` runners. Not yet: the workflow has actually run on GitHub (blocked on an OAuth `workflow` scope grant), and the demo is a physics sandbox, not yet a scored 20-minute game. | The build runs on both platforms with no editor plugins in the shipped binary. | +| **M4** | **One small game, end to end — done when met, game itself in progress.** `engine.physics` (Box3D) and `engine.audio` (miniaudio) done, both over a narrow, scalars-only P/Invoke shim; `samples/PhysicsDemo` ties physics/audio/input/render together with `engine.editor` deliberately excluded from its `project.json`. `.github/workflows/build.yml` builds both native shims from source, tests, and headless-verifies on real `ubuntu-latest`/`windows-latest` runners — both green on the first real run, which itself caught two real cross-platform bugs no local testing could have (a locally-built `.so` too new for `ubuntu-latest`'s glibc; `--headless` not stopping a loaded `engine.render` from demanding a real GL context on a GPU-less Windows runner — see README's Status section). Not yet: the demo is a physics sandbox, not yet a scored 20-minute game. | The build runs on both platforms with no editor plugins in the shipped binary. | ---