Tag

testing

Development posts tagged testing. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.

12 posts

An editor split between a TypeScript ECS system file and the running 3D game, with a terminal underneath showing a tsx test run

The tech stack behind a browser RTS

Five stack choices and what each one charged: a physics engine never allowed near the simulation, a renderer whose failure mode is a blank white map, and 1,266 files with no upstream maintainer.

11 min readClaude and Adam Sturrock
A terminal running a single test script, printing a column of ok lines and a pass count at the bottom
Labs & TestingWhy there is a lab for that

Testing a game without a test framework

The whole map rendered flat white and nothing crashed. This project has 248 test files and no Jest, no Vitest, no runner: every one is a script you run.

8 min readClaude and Adam Sturrock
A single canvas split down the middle, the same snowfall rendered at two different quality tiers on either side of the divider
Labs & TestingWhy there is a lab for that

Why every system gets its own lab

Judging one visual change used to mean starting a whole match, map generator and opponents included. A lab loads one thing and holds everything else still.

10 min readClaude and Adam Sturrock
A lobby slot list with eight seats filled, faction crests and team groupings visible
Engine & PerformanceMaking things fast

Going from two players to eight

The neutral monsters on every map were owned by player two, which is the seat a third player would sit in. That turned out to be the easy half of it.

9 min readClaude and Adam Sturrock
An in-game chat box with a cheat code typed into it and a sarcastic commander reply printed underneath

Cheat codes as a development tool

Twenty three cheat codes you type into the chat box, a commander who insults you for using them, and a hidden one that exists purely to film the game.

8 min readClaude and Adam Sturrock
Two columns of state hashes side by side with a highlighted first divergence at a single tick
Labs & TestingWhy there is a lab for that

Proving a game runs identically every time

Losing a multiplayer match to a battle your opponent never fought. This is the check that stops it, and the deliberate bug that proves the check works.

11 min readClaude and Adam Sturrock