Docs: CI is green on both platforms — M4's literal "done when" is met
Build / build (ubuntu-latest, linux-x64) (push) Canceled after 0s
Build / build (windows-latest, win-x64) (push) Canceled after 0s

.github/workflows/build.yml just ran clean end to end on both
ubuntu-latest and windows-latest (build, full test suite, native shim
compilation, headless physics verification) after fixing the two real
cross-platform bugs its first run caught. Updating README/kernel-contract
to say so instead of "pending."

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
This commit is contained in:
Emil
2026-09-02 21:06:00 +03:00
co-authored by Claude Sonnet 5
parent b238fb5b19
commit a77086b518
2 changed files with 27 additions and 15 deletions
+1 -1
View File
@@ -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. |
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