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Immersive native entry, environmental response and measured performance - #133
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hoainho
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Main-session review of 1ec0d1d. Coordinator review, not independent external approval.
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Spec compliance: all #130 acceptance items exercised and mapped in acceptance.json. Actual native pre-rendered title; immediately readable introduction/dialogue; truthful held-required-asset loading; source-based bridge backdrop diagnosis; real native house/tree/crate offensive response; fresh matched production measurements against merged #131 main; English, candidate banner, keyboard/gamepad handler, live Reduced Motion and camera/simulation ownership preserved. No paid generation or commercial binary/source claim.
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Code quality/state lifetime/regression: TitleStage and every old callback/caller removed; native preview lifetime remains separate. Narrative/choice text escaped. Versioned baked candidate marker only skips the same expensive client recipe for blocked candidates; hashes and native clip/skin validation remain fail-closed. High-water typed sweep buffers retain indices, not departed region objects; conservative AABBs preserve original order/narrow phase, and no recursive path query occurs within the sweep. Rooted structures never translate/collapse/change support. Broken crates stop receiving hits, sleep with zero velocity and lose their colliders. Actual fixed-step offense—not VFX—owns environmental damage. #131 cue queue/native sync/presentation ordering and current-frame gate birth retained.
Observed gates:88 focused tests,38,037 assertions;236 release tests;TypeScript+Vite build;84 catalog hashes;5 exact native-client geometry equivalence checks;2672 path queries+6 mutable transitions,zero mismatches. Actual production entry/readiness and native contact videos reviewed. No blocking finding identified within this scope.
Residual limits are intentional and published: native candidates remain blocked; not full-suite/all-boss/release or locked60fps approval; prior unrelated hero test failures disclosed; +16 DOM nodes per title cycle on both baseline/current prevents leak-free claim; audio playback not accepted; synthetic gamepad samples are not physical hardware. Await both build runs and deployment checks before merge.
Closes #130
Scope
TitleStagewith an actual 2560×1440 native Greenwake plate and lightweight CSS motion; preserve English controls and the candidate banner./asset-source/ui/maps/greenwake.jpg, used as a CSS background, not a live actor penetration. Replace that backdrop with a native scenery-only plate without altering CameraDirector/support authority.a380076); retain native attack queue/sync/presentation and gate-birth timing.Observed acceptance
Loaded 41 of 49 scene assets, no gameplay HUD; release reached the actual dialogue.Matched production measurements
One sequential cold/warm pair, one owned headless Brave/Chromium155 on AppleM1/16GB, 1568×817/DPR1. Same Aren/Koro Greenwake UI route, 2s hero-preview and1s intro dwell. CPU/frame, sampled CPU, all-pass GL and GPU query windows measured separately. Baseline is merged #131 main
a380076, not the earlier pre-#131 run.Query-only differential runtime 2412→215ms is not an FPS benchmark. Draws/triangles increase slightly for native crates; no batching-reduction claim. Three normal title/new-run cycles retain stable game backing storage after change, but title used heap rises13.44→14.38MB and DOM329→345→361 (baseline also +16 nodes/cycle): not leak-free certification. One host/pair is not fleet percentile, locked60fps, all-boss stress or production asset acceptance.
Verification
Evidence
Acceptance ledger · UI/performance documentation · bridge/native budget diagnosis
Portable actual H.264/yuv420p/24fps/1280×720/fast-start videos:
No paid generation, commercial binary decompilation, dependency/lockfile change or unrelated worktree edit. Commercial Game1/2 references are presentation references only. Temporary probes and unused derivatives removed; worktrees preserved. Main session owns the two-stage spec/code review; no independent external approval is claimed.