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.

14 posts · page 1 of 2

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