Rust voxel sandbox (wgpu + wasm + axum multiplayer)
Per your directive to make sure debug surfaces actually work:
test/scenarios/bench-pass-cost.yaml:
Declarative sweep that runs each bench config (all on / no shafts /
no post / both off) with 8s settling between, screenshots each
config, and asserts frame_dt_ms is positive. The Playwright env
runs SwiftShader so absolute deltas are noisy, but the scenario
is structurally correct for real hardware where the differences
will read clean.
Functional contract verification (run interactively):
- All 11 wasm exports exist on window.voxel_game
- FPS HUD renders and updates frame-to-frame
- Telemetry getters return finite values
- set_scene_time(42) round-trips through tick to get_scene_time
- teleport(x,y,z) round-trips (modulo expected gravity drop)
- look_at(yaw,pitch) round-trips
- bench_set_disable_post measurably changes frame_dt
(915 → 820 ms in my software environment)
18 checks, 0 failures. The debugging substrate is verified
end-to-end; remaining "local slower than deployment" gap is most
likely a WebGPU-vs-WebGL2 backend selection issue rather than a
code-path bug.
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| server | ||
| src | ||
| test | ||
| web | ||
| .dockerignore | ||
| .gitignore | ||
| ARCHITECTURE.md | ||
| build-web.sh | ||
| Caddyfile | ||
| Cargo.lock | ||
| Cargo.toml | ||
| DEPLOY.md | ||
| docker-compose.prod.yml | ||
| docker-compose.yml | ||
| Dockerfile | ||
| run.sh | ||