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PixelBullet
0.0.1
A C++ game engine
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This matrix records the current authored labs and executable galleries. A scene can be valuable representative content without requiring a dedicated application.
| Surface | Classification and scene | Capability pressure | Current automated proof | Packaging status |
|---|---|---|---|---|
| Level Slice | Authored lab: @shared/scenes/level_slice.scene.yaml | Navigation, interaction puzzle, inventory, checkpoint, exit transition, mission, and progression behavior | Four session_level_slice_* scenario targets; level/runtime-host coverage; editor_standalone_level_slice_runner_tests | Workspace content only; no application or lab bundle |
| World Sandbox | Authored reference lab: @shared/scenes/world_sandbox.scene.yaml | Environment, lighting, materials, scale, sightlines, scene composition, and active-pawn traversal | session_active_pawn_core_tests; graphics_asset_contract_tests; editor_standalone_world_sandbox_runner_tests | Workspace content only; no application or lab bundle |
| Behavior Lab | Authored lab: @shared/scenes/behavior_lab_patrol.scene.yaml | Behavior graphs, patrol progression, perception, investigation/chase/return, actor-control integration, and authoring pressure | session_patrol_progression_tests; actor-control and shared-combat sample coverage; editor_standalone_behavior_lab_runner_tests | Workspace content only; no application or lab bundle |
| Combat Lab | Authored lab: @shared/scenes/combat_lab.scene.yaml | Active pawn, NPC actor control, perception, ranged/melee combat, defeat/respawn, encounter, and presentation pressure | session_ai_combat_lab_sample_tests; related combat suites; editor_standalone_combat_lab_runner_tests | Workspace content only; no application or lab bundle |
| Material Gallery | Provisional executable example: @shared/scenes/material_gallery.scene.yaml | Mesh-only composition plus material, lighting, alpha, PBR, and import validation | Gallery binary build smoke; separate glTF material-gallery import/validation coverage. No application runtime test | Buildable with full shared runfiles; no gallery bundle |
| Physics Gallery | Provisional executable example: @shared/scenes/physics_gallery.scene.yaml | Mesh-only composition plus rigid bodies, colliders, hierarchy, stability, and audio | Gallery binary build smoke; physics_stability_gallery_tests loads the authored scene directly | Buildable with full shared runfiles; no gallery bundle |
| Sprite Gallery | Retained executable example: @shared/scenes/sprite_gallery.scene.yaml | Intentional SpriteOnly composition plus sprite alpha, wrap, offset, visibility, prefab, camera, and audio | Gallery binary build smoke. No application runtime test is added by this slice | Buildable with full shared runfiles; no gallery bundle |
Build smoke proves that a gallery remains buildable; it does not prove its interactive teaching behavior. Direct scene tests prove only the capabilities they exercise. The GPU-tagged standalone lab tests prove generic-runner startup and control against the authored scenes, while the focused scene-play suites carry deterministic behavior assertions.
The four labs deliberately have no dedicated application wrapper. Material and Physics Gallery remain provisional executables pending a later decision. Sprite Gallery remains executable because its source-level SpriteOnly profile choice would be lost in generic hybrid scene execution.