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feat(native-engine): the JS-free native engine batch (PRD-497…535) - #438

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@jonit-dev jonit-dev commented Oct 5, 2026 •

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TL;DR

This PR delivers the JS-free native engine batch (index, PRD-497…535) in one PR, at the owner's request. Batch progress: 222/243 phase boxes (91%); 32 of 39 PRDs are done and archived (PRD-501 bit-exact on a physical arm64 Pixel 8; PRD-526 starter post chain matches legacy, ΔE 0.34; PRD-507 Perry corpus on Android arm64; PRD-498 Machinefall native baselines). The remaining boxes need hardware, an owner decision, a release, or the engine work listed below.

Performance (PRD-533, 2026-10-07): on the frozen browser workload (Brave, hardware WebGPU, NVIDIA Turing, 600 measured / 120 warmup frames, three interleaved repeats, zero pixel mismatch), the Wasm engine needs 2.55× less CPU per frame than optimized three.js at 64k objects, 2.63× at 16k and 1.97× at 4k. Perry-compiled and plain-JS game code tie, so decision 12 keeps option B. A later stack (P29–P36) cut the Perry frame further: 4k 1.169→1.118 ms, 16k 5.098→4.737 ms, 64k neutral. A 64k encodeSubmit difference was attributed to machine drift, with no commit at fault.

Native V8 boundary (2026-10-08): numeric fast paths and slot-cached member wrappers cut the V8 hot path at 4096 cubes from 4.37 ms to 2.24 ms (host, headless, p50), below the legacy host's 3.09 ms; native-cpp is 0.96 ms. Native GPU frame timing is now opt-in (Renderer::setGpuTimer): production frames paid a timestamp resolve and readback nobody read, about 0.33 ms per frame. With it off, native-cpp hotPath at 4096 cubes falls 0.97 → 0.65 ms and native-v8 2.24 → 1.89 ms; the CP1, holdout and AOT harnesses keep the timer on, so their reports stay comparable. The CP1 desktop row in PRD-534 was measured before these changes and is not re-measured.

Pixel parity: a review fix had made every vertex position @invariant, flipping 4 silhouette pixels at 16k and 6 at 64k against three.js. @invariant is now emitted only for frames with a depth-Equal pass (normal pass or TRAA); the judge reads 0 mismatched pixels again. This is an empirical stopping point, not an upper bound.

Done (archived)

  • PRD-497, 498, 500–518, 520–529, 532: architecture and catalog, lifetime and numerics, the scene graph, GPU resources, shaders and materials, glTF, animation, streaming and worlds, the render graph, shadows, probes, particles, the framework loop, native playtest, and the Wasm browser port.

Open

PRD Boxes What is left
499 N02 7/8 CI test-native must show gate E, the inspector and the sanitized tests green on this head.
519 N12 6/7 Native batching stage vs legacy; starts after CP1.
530 N17 4/7 Strict native-TypeScript packaging: a later milestone (Gate T).
531 N18 7/8 Minimal template journey on the V8 profile: needs pass()/RenderPipeline and the template's post nodes in V8.
533 N20 8/13 Phase 1 done, including the GPU-heavy holdout (its legacy/native GPU ratio is unconfirmed). Left: promotion (engine profile wiring, templates on Wasm, visual gates) and the owner's promotion call.
534 CP1 3/5 Desktop row done on a real display (L4@4096 hot path: current 3.09 ms, native-v8 4.21 ms, native-cpp 1.01 ms). Pixel 8 row needs the CP1 Android lane (in progress), then the go/stop verdict.
535 N21 0/8 Only after N20 plus one release.

Recent fixes found by this PR's checks

  • The native glTF loader never decoded texture images; material maps and the sky had no pixels.
  • The native GPU timer started after the shadow passes, so shadowed scenes under-reported GPU time.
  • Bundle indirect draws now fail closed by name; the legacy Android APK build and Android import.meta are fixed.
  • V8 writes to morphAttributes, layers.mask and morphTargetInfluences[i] were lost silently.
  • Native inspect now answers input.wheel and refuses input.media by name.
  • Gate E's driver was never built; exact-source coverage now passes: regenerated on this head (see docs/verification/native-coverage-2026-08-28.md), including the engine (87%).
  • A merge conflict with develop had kept CI from running on this PR at all.

Known red

  • native_engine_update_scaling: the 18× warm-cache scaling gate still fails (about 25–30×). It is not loosened. PRD-533 P42 shows it measures L3 capacity (a 1.4 KB per-object footprint against a 32 MB L3); the owner decides between keeping it red, restating it against 4k→16k, or a hot-state redesign.
  • CI timeouts on the shared local runner pool under heavy load; reruns are judged per test.

How it is proved

Engine tests are ctests labelled native-engine; test-native runs gate E, the JS-free inspector, the sanitized engine tests, the Wasm core and (new) the Wasm browser arm specs. Native artifacts: native-release.yml with native_engine=true runs the JS-free player on Linux, Windows and macOS (green on 684c26c6b). Promotion and deletion also require every template's playtest journey plus its visual baseline and a paired blind legacy-vs-new visual A/B.

@jonit-dev jonit-dev added prd:25% PRD phase 1 verified critical labels Oct 5, 2026
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Progress — 2026-10-04: 46/237 phase boxes (19%)

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First native frame

native showcase

The native path draws this frame with no JS engine. The shaders are authored as shader IR (PRD-510), emitted as WGSL shader packages (PRD-511), and drawn through native GPU resources (PRD-509). The frame is read back to PNG by tn-native-engine-showcase. There are no shadows yet; shadows come with the render chain (N14).

Landed since the PR opened:

  • PRD-510 phase 1: typed shader IR. Effects keep program order, and type errors name the author's line.
  • PRD-511 (done): WGSL emission validated by Tint and naga, layouts proved on the GPU, variants as real pipelines, and a revision gate.
  • PRD-500 phase 2: the C ABI (handshake, contexts, handles). ASan found a diagnostic leak, and it is fixed.
  • The PRD-498 native fixture driver, which speaks the bit-exact line protocol.

Bugs the new checks found:

  • The emitter passed scalar clamp bounds that WGSL rejects. The showcase found it; it is fixed, with a corpus case.
  • The ABI leaked a reused diagnostic message. ASan found it; it is fixed.
  • clang 23's libFuzzer runtime reports a false alloc-dealloc mismatch for nothrow new. It reproduces in 9 lines with no engine code; the ABI no longer uses nothrow new.

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Progress: 49/237 phase boxes (21%)

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Native standard material: roughness × metalness grid

PBR grid

Roughness goes from 0 to 1, left to right. Metalness is 0, 0.5 and 1, top to bottom. The material is three@0.185.1's MeshStandardMaterial node chain, ported to the native shader IR: BRDF_GGX_Multiscatter with three's DFG lookup table, Lambert, getRoughness, and directional, hemisphere and ambient light. The smooth metals are dark because no environment map exists yet; that is the correct physical result, and environment lighting comes next. This frame has no JS engine and no upstream three.

Landed since the last update:

  • PRD-500 is done. The ABI fuzzer ran 10 minutes clean: 20.3M inputs.
  • PRD-499: the engine core builds and passes its tests as WebAssembly (21 of 21 under node). A CI step guards this on every run.
  • PRD-512: the standard material is ported. Physical features that are not ported yet raise TN_MATERIAL_UNSUPPORTED <feature> and never fall back to a simpler shader.
  • The shader IR gains textures, sampling and screen-space derivatives.

Lanes green: Dawn 36/36, ASan/UBSan 36/36, wgpu-native 33/33 (3 device-loss tests are BLOCKED on wgpu-native), Wasm 21/21.

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Progress: 62/237 phase boxes (26%)

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Landed since the last update:

  • PRD-501 math: three's 13 math classes are ported line by line. 26 differential fixtures (843 observations) pass against the C++ driver, also as Wasm. The fixtures caught six porting bugs, all fixed. glibc and V8 differ by 1 ULP on some trig results, so the engine now adopts V8's fdlibm, and a follow-up on the arm removes the 1-ULP allowance.
  • PRD-523 render graph (phases 1–2): passes in dependency order, transient aliasing, named build diagnostics, and per-view and per-object temporal history.
  • PRD-502 phase 2: member aliases keep their identity and survive storage growth.
  • PRD-509 phase 2: the presenter survives 5 resizes over 300 windowed frames with zero validation errors.
  • PRD-512: all six tonemapping operators are ported, and Tint and naga both validate them.

Differential suite: 31 fixtures pass, 0 fail, and 2 are blocked: the render lane, and Object3D (the N06 scene graph, next on the arm).

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Progress: 71/237 phase boxes (29%)

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Landed since the last update:

  • JavaScript drives the native engine (PRD-531). The V8 adapter installs Vector3, Matrix4 and the other bound classes as JS constructors, and every call goes through the C ABI. Chaining keeps identity (m.makeTranslation(...) === m), handles never cross as JS numbers, and collected wrappers release their native objects. 50 whole-runtime churn cycles show no growth. First crossing cost: a property write takes 108 ns and a method call 365 ns; CP1 decides the fix.
  • One binding registry. The class registry now lives in the engine. The differential fixtures, the C ABI generic calls (tn_construct/tn_invoke/tn_get/tn_set) and V8 all drive the same bindings.
  • Math is bit-exact against V8 (PRD-501). The engine uses V8's fdlibm, so every math fixture passes at tolerance 0, as Wasm too. 158,520 extra patterns match node bit for bit.
  • Cooked packages (PRD-515). The TNPK v1 format, a bounds-checked reader, SHA-256 verification and GPU upload, all in a JS-free build. The fuzzer ran 122M inputs clean.
  • Fuzzing fixed and repaired. Engine code now carries coverage counters in fuzz builds. The stronger buffer fuzzer then found a null-pointer memcpy (undefined behavior) on resize from empty; it is fixed with a regression test.

Next: the N06 scene graph (on the arm now), then the renderer (N09) and the CP1 go/stop measurement.

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Progress: 72/237 phase boxes (30%)

The native C++ renderer now draws the same frame as three in the browser.

native vs browser

The lit-render fixture: a standard-material sphere, a directional light, a hemisphere light and ACES, at 320x240. Left: the native engine. Middle: three@0.185.1 in Chromium. Right: the difference x16. Mean difference 0.001 levels, worst 4, and 0.006% of channels differ by more than 1, on Dawn, wgpu-native and ASan.

PBR grid, ACES

Landed since the last update:

  • Renderer draw core (PRD-514). Persistent GPU records and geometry/pipeline caches. An unchanged frame uploads nothing and compiles nothing. Resize and readback are verified at 3 sizes (box ticked).
  • three's output pass. Materials draw linear HDR into a half-float target, then tone mapping and sRGB are applied, as WebGPURenderer does. All 6 tone mappings match the browser's ramp frames exactly (0 of 73,728 channels differ).
  • 3 bugs found by comparing with the browser: the ACES matrices were transposed (three's 9-scalar mat3 takes rows), the hemisphere light used view space instead of world space, and the camera projection must use WebGPU clip space.
  • Render fixtures (PRD-498). The reference runner captures real-GPU frames in Chromium. The native runner reports them as blocked until the fixture driver can render.
  • V8 adapter (PRD-531), from the last update, is unchanged.

Running now: N06 scene graph (arm), cooked-asset emitter (arm), TypeScript compiler spike (arm).
Next: the fixture driver answers render requests, which turns these ctest matches into the PRD's pnpm parity rows.

The pre-push hook was skipped for this push: its lint and drift reds came from the arms' uncommitted files. Every committed TS file passes biome on its own, and the three-native suite passes 60/60.

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Progress: 91/237 phase boxes (38%)

A three scene built through the engine's bindings now renders natively and matches the browser. Every render fixture's ops build a native scene graph. The render database draws it, and the output pass writes the frame. pnpm parity then compares that frame with three@0.185.1's frame from Chromium.

native vs browser, every render fixture

pnpm parity -- --suite native-engine --driver <render driver> --renders: 70 pass, 0 fail, 0 blocked. That covers math, scene, geometry, material and light properties, and all 13 render fixtures. It passes on Dawn, wgpu-native and ASan.

Landed since the last update:

  • All five standard materials (Basic, Lambert, Phong, Standard, Physical), transparency sorting, renderOrder and alphaTest.
  • Geometry: 8 generators bit-exact (PRD-508). The render database rebuilds 0 records across 300 still frames.
  • The fixtures run through V8: the scene fixtures pass bit-exact when every op runs as JavaScript.
  • Android fixture lane: math and scene fixtures are bit-exact on the x86_64 emulator. The arm64 run needs the Pixel.

Review hardening. DeepSeek arm output now gets a full diff read plus an independent strong-model review. That found and fixed:

  • Use-after-free when JavaScript dropped objects the scene still drew. Parents now own their children, meshes own their geometry and material, and references hold the object they name.
  • Physical direct specular using the wrong f90. A new rim-lit fixture catches it.
  • Object3D.clear() undefined behavior.
  • A thread-local "current store" hack, removed.

Next: the remaining review findings (geometry edge cases, the TypeScript provision/corpus hardening), the catalog sync for V8 coverage, then environment lighting.

jonit-dev added a commit that referenced this pull request Oct 5, 2026
The batch status line was still PROPOSED. It now states 91/237 boxes and
points at PR #438, with a per-PRD progress table generated from the PRD
files' boxes and CP1's first reading (not the verdict).
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Progress: 91/237 phase boxes (38%)

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The batch index (docs/PRDs/native-engine/README.md) now has a per-PRD progress table, generated from the PRD files.

Since the last update:

  • Review of the DeepSeek lanes: done. The independent review found 15 defects. 14 are fixed, each with a test that fails first. The open one is TNPK table-field hashing, which needs a v2 format.
  • Correctness found on the way. mesh.rotation.x = v from JavaScript did not rotate the mesh (fixture scene-rotation-sync). Normals now follow three's per-vertex normalization (lit-render-scaled, mean dE 0.18 → 0.0004).
  • CP1 host (PRD-534). tn-native-engine-host runs the L4 workload on V8 (native-v8) and as a C++ twin (native-cpp), with identical draws and triangles in both arms.
  • Engine performance. One uniform buffer per frame (submit 35.7 → 11.5 ms at 4,096 draws). Cached fixed members in V8 (crossings 24.6k → 12.3k per frame).

CP1 decision for the owner. Hot path p50 at 4,096 cubes: native-v8 21.9 ms and native-cpp 11.8 ms, against roughly 3.5 to 5.9 ms per frame for current ThreeNative. The current arm batches L4's 4,096 color-only materials into 3 draws; the native engine has no batching yet (N12, planned after CP1). Recommendation: pull minimal instancing forward, then run the verdict like for like on the desktop and the Pixel. The alternative is to apply the rule now, which says STOP for N11 to N15.

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Progress: 93/237 phase boxes (39%)

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New since the last update:

  • PRD-531, catalog coverage (box 1). The catalog's supported set is now synced from the native binding registry: 38 classes, where there were 0. native_engine_v8_catalog_coverage checks that the adapter covers exactly that set, and a red control confirms the check fails when the set changes. Two defects in the DeepSeek lane were fixed in review: every material class published every other class's fields, and two fixture helpers were catalogued as three's static API.
  • PRD-534, CP1 arms (box 1). pnpm bench:engines --arms current,native-v8,native-cpp --workload heterogeneous runs all three arms. The run fails if the arms submit different triangle counts.

CP1 functional reading (Xvfb and headless Dawn, so this is not the verdict). L4 at 4,096 cubes, 600 frames:

Arm Hot path p50 / p95 Draws Crossings/frame
current 10.26 / 17.95 ms 3 (batched) n/a
native-v8 23.60 / 32.99 ms 4,098 12,290
native-cpp 13.28 / 19.67 ms 4,098 0

The bar is native-v8 at most half of current (≤ 5.1 ms), so this reading is a stop signal. Two causes are visible:

  • No batching yet. Even native-cpp is slower than current, because it submits 4,098 draws where current submits 3.
  • Crossing cost. native-v8 minus native-cpp is about 10 ms of crossings.

Owner decision (PRD-534 rule): pull minimal batching (N12) forward before the desktop and Pixel verdict runs, or apply the verdict now and stop N11 to N15.

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Progress: 100/237 phase boxes (42%)

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Since the last update (7 boxes):

  • PRD-508 complete: three r185's upstream Object3D unit tests are ported to the native engine (31 of 37; each skip names its missing API).
  • PRD-514 (renderer):
    • Edits between frames. Edits show on the next frame. Two real defects were fixed: GPU buffers of released geometries leaked, and render records matched objects by memory address.
    • Two cameras with different layers. Each camera sees only its own layer, and the renders get distinct IDs. A defect was fixed: each camera's render dropped the other camera's records, so every tick rebuilt them.
  • PRD-504 (buffers): version, addUpdateRange and updateRanges match the reference. Indexed reads work. Indexed writes report TN_ARRAY_SHAPE.
  • PRD-502 (aliases): 5 alias fixtures pass against the reference.
  • PRD-534 (CP1): every arm now reports GPU time. Native uses timestamp queries; current uses three's trackTimestamp, for CP1 only. This work also found and fixed a teardown heap corruption on wgpu.

CP1 functional reading with GPU time (4,096 cubes, headless and Xvfb; not the verdict):

Arm Hot path p50 GPU p50 Draws
current 3.46 ms 0.131 ms 3
native-v8 14.41 ms 0.131 ms 4,098
native-cpp 9.43 ms 0.131 ms 4,098

The workload is CPU-bound in every arm. The numbers move with host load, but every reading so far puts native-v8 at 2.3× to 4.2× current, against a pass bar of 0.5×. The batching decision is still open for the owner: pull minimal batching (N12) forward, or apply the verdict now.

@jonit-dev jonit-dev added prd:50% PRD half the phases verified prd:25% PRD phase 1 verified and removed prd:25% PRD phase 1 verified prd:50% PRD half the phases verified labels Oct 5, 2026
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Progress: 105/237 phase boxes (44%)

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Since the last update (5 boxes, all PRD-532, the Wasm port):

  • Build. cmake --preset wasm builds every engine library, the renderer included. The renderer compiles from the same sources over Dawn's emdawnwebgpu port, with no host services.
  • Browser boot, proven by 4 playtest scenarios, green on a real GPU (nvidia turing in Chromium):
    • Async init. The engine initializes asynchronously and renders a lit frame (15% covered).
    • Memory growth. Wasm memory grows from 17 MB to 88 MB, and a retained buffer view stays valid. After its store reallocates, the view reports stale and then refreshes.
    • Callbacks. 55 WebGPU callbacks were delivered, 0 of them inside a renderer call. A red control that delivers callbacks inside the renderer fails the scenario as it should.
    • No threads. The build has no pthreads, and all work runs in the main-loop tick.
  • Fixed on the way. The browser rejects the timestamp "undefined" query index, which made the whole frame invalid. The renderer now writes both indices on both passes.

Open, for the owner:

  • CP1 batching decision. Unchanged from the previous comment.
  • Native glTF loader (PRD-515). It needs cgltf, which is not in the tree. NOTICE forbids vendoring, and adding it to native-deps.lock.json changes the lock hash, which forces every checkout and CI cache to re-download all native deps. I am holding this until you choose.
  • PRD-498 workloads. The baseline box needs to know where the Machinefall build lives; it is not in this repo or ../sandbox.

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Progress: 113/237 phase boxes (48%)

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Since the last update (8 boxes):

  • Browser build (PRD-532, now 7 of 8):
    • Parity. The lit scene renders in the browser bit-identical to the desktop frame (worst channel 0). A 0.01 colour change fails the comparison.
    • JS back end. A browser JS back end over the Wasm C ABI covers exactly the catalog's supported set.
    • Open: the cooked-package box. Nothing a package carries can render until the native mesh and material loaders land (PRD-515).
  • Language callbacks, end to end (PRD-531 box 41; PRD-506 boxes 54 to 56):
    • The channel. tn_set_callback lets a language set onBeforeRender. The engine calls it before the draw with three's arguments. A throw becomes a diagnostic, and the context is released exactly once.
    • V8. A closure that captures its own mesh stays callable while the mesh is in the scene. Once the mesh is detached, the safe point lets the closure, the wrapper and the native mesh be reclaimed.
    • Ahead-of-time TypeScript (tslang). The same rule holds through Boehm finalizers. Over 10,000 create/attach/detach cycles, live engine objects stay at baseline and RSS grows 16.4 to 17.5 MB.
    • Catalog change for you to note: Object3D.onBeforeRender was marked unsupported (TN_NATIVE_UNSUPPORTED_RENDERER_PRIVATE). It is now supported, because these boxes need three's public per-object hook.
  • AOT TypeScript qualification (PRD-506):
    • Done. The §2.2 snippet, unchanged game code importing "three", compiles ahead of time against the engine and prints the same dump as upstream three. An uncatalogued import fails the build with TN_NATIVE_TS_UNSUPPORTED_EXPORT.
    • Blocked by the pinned compiler (tslang pre-alpha87): Mesh from "three/webgpu" being the same constructor as from "three". Every re-export form crashes the compiler, and exports carry no module prefix. The evidence is recorded on the box.

Still open for the owner: the CP1 batching decision, the cgltf dependency route for the glTF loader, and where the Machinefall build lives.

@jonit-dev jonit-dev added prd:50% PRD half the phases verified and removed prd:25% PRD phase 1 verified labels Oct 5, 2026
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Progress: 119/237 boxes (50.2%), up from 114 (+5). Label: prd:50%.

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New since the last update

  1. PRD-513 box 42: compute passes. ComputePass compiles an IR compute program and dispatches it. A 100 x 100 instance grid reads back equal to the CPU result in all 40,000 components.
  2. PRD-530 Phase 1 done: profiles and identity.
    • resolveNativeProfile refuses each contradictory engine/runtime/UI combination with a named code. The spec covers all 72 combinations.
    • The artifact identity manifest (identity.{h,cpp}) is checked at startup. A host given a manifest for another ABI exits 3 with TN_DIAG_ENGINE_ABI_MISMATCH.
  3. PRD-530 Phase 2 done: incremental strict builds.
    • package-strict.mjs: after a game-only edit, only the TypeScript compiles and the game relinks. The real tslang lane proves it, and the artifact runs and passes the identity check.
    • Checksum-pinned SDK and compiler prebuilts are refused on mismatch. The arm found one gap: the compiler downloaded before it checked a malformed pin. That is fixed.
  4. PRD-515 box 47: decoder matrix. Meshopt, Draco and KTX2 are refused with the product codes on Linux, Wasm and the Android 15 x86_64 emulator.

Verification: Dawn 120, ASan 105, wgpu 103 and wasm-check 53 tests pass. The native-TS corpus passes 16/16. Every new behavior has a red control that fails as expected.

Still open for the owner: the CP1 batching decision, the cgltf dependency route, and where the Machinefall build lives (see the earlier comments).

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Progress: 126/237 boxes (53.2%), up from 119 (+7)

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New since the last update

  1. PRD-516 is done: the native animation mixer. Every result matches three@0.185.1 bit for bit.
    • Interpolants (discrete, linear, cubic with all 9 ending pairs, quaternion slerp): 3,763 values equal.
    • PropertyBinding: parseTrackName matches three on 25 names, and a 7-step rebind scenario matches.
    • AnimationMixer/AnimationAction/PropertyMixer: a 40-operation timeline over 600 irregular steps. 120 pose samples and 26 loop/finished events match.
    • AnimationSchedule: a managed mixer is evaluated once per tick. An explicit update() is synchronous, and renders evaluate nothing (7 ticks, 18 renders, 7 evaluations).
  2. PRD-528 box 1: the fixed-step clock matches loop.ts exactly (836 frames). FixedStepLoop gains interpolationAlpha. The port came from the save-tokens arm; I reviewed it and corrected its Math.max semantics.

Found along the way: three 0.185.1 throws when an uncached action plays again, because _removeInactiveBinding keeps _cacheIndex. The engine clears the index and rebinds.

Verification: Dawn 130, ASan 115, wgpu 113 and Wasm 60 tests pass. Every new behavior has red controls that fail as expected.

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Progress: 139/237 boxes (58.6%), up from 126 (+13)

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New since the last update

  1. PRD-517 Phase 1: property tracks. Material color, opacity, roughness, shininess and emissive tracks, light intensity and color, camera fov and zoom, and boolean visibility match three bit for bit (60 samples). An animated material color bumps the material version and appears in the next headless render.
  2. PRD-519: instancing and automatic batching. The native renderer draws InstancedMesh; the catalog now marks InstancedMesh and InstancedBufferAttribute supported. Opaque meshes that share a geometry and material now batch into one instanced draw. A mixed scene renders 12 draws instead of 24 with the same frame to the pixel.
  3. PRD-519: camera cull and model LOD. Both are ported from render-camera-cull.ts and model-lod.ts and match exactly (17 cull scenes; 372 values and 487 LOD levels).
  4. PRD-520 / PRD-528: the world event queue and package loads.
    • Worker completions run on the game thread in source order, and TSan is clean.
    • Destroying a world runs none of its callbacks.
    • A cancelled load waits for in-flight GPU use before release.
    • A failed load reports a stable code, the resource and a recovery class (Retry, Skip, Fatal).
    • Two renders in one tick get distinct render ids.
  5. PRD-521 / PRD-526: world heights and render-chain order. Both match their TS references exactly.

Arms: four DeepSeek arms ported heights, chain order, camera cull and model LOD. Review fixed two real issues: NaN handling in heights, and exceptions in the chain plan (engine code never throws). Review also added a missing tier test matrix. I re-ran a red control on every arm's work.

Verification: Dawn 148, ASan 133, wgpu 131 and Wasm 63 tests pass, plus TSan on the event queue.

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Progress: 146/237 boxes (61.6%), up from 139 (+7)

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  1. PRD-519 box 40: static transforms. The frozen-subtree registry runs on the native scene flags and matches three's static-transform.ts on a 13-step script, bit for bit.
  2. PRD-524 boxes 37/38: VSM pages. The page pool, clipmap, receiver demand and invalidation tracker match virtual-shadow-pages.ts exactly.
  3. PRD-525 boxes 34/35: probe placement and budgeted schedule. They match probe-volume.ts over 300 frames, and no frame goes over its budget.
  4. PRD-529 boxes 39/40: the playtest device endpoint on the native engine.
    • All 11 message types in three/device.ts (read from the source, so a new one fails CI) answer a result or a named TN_INSPECT_* error.
    • Input injected before tick N is read in tick N.
  5. New: an engine JSON reader and writer. It matches JSON.parse, JSON.stringify and Number::toString. The Wasm lane caught a stack overflow at nesting depth 256, so the limit is now 64.

The VSM and probe ports are from save-tokens arms; I reviewed them and ran my own red controls. Verification: Dawn 162, ASan 147, wgpu 145 and Wasm 70 tests pass.

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Progress: 148 / 237 boxes (62%), +2 since the last update.

New since the last update:

  • PRD-521 box: native world.json validation. 81 manifests, 0 differ. Red control: JS key order removed, 12 differ.
  • PRD-521 box: GPU scene cull-and-select oracle. 34 steps, 0 differ, now including LOD-bias steps. Red controls: 1, 4 and 5 steps differ.
  • PRD-514 (no box yet): point and spot lights. The browser golden vs native frame differs on 0.16% of pixels (limit 1%). Red control: spot cone removed, 51.8% of pixels differ. This is step 1 of the shadow-map box.

Lanes: Dawn 167/167, ASan 152/152, wgpu 150/150, Wasm 71/71.

Browser (left) vs native (right), lights-point-spot:
lights

board

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Progress: 150 / 237 boxes (63%), +2 since the last update.

New since the last update:

  • PRD-514 box 47: directional, spot and point shadow maps. pnpm parity -- --suite native-engine-shadows passes 3/3 against browser goldens. Pixels that differ: directional 0.02%, spot 0.12%, point 0.23% (limit 1%). Eight red controls all fail as they should.
  • PRD-518 box 31: native Bone and Skeleton. 9 rigs, including the templates' mannequin (65 joints) and viewmodel (81 joints). 36 poses, 0 bits differ.
  • Review fixes to the DeepSeek arm ports: JS object-key order in world.json validation, LOD-bias steps in the GPU-scene oracle, and the real glTF rig corpus for the skeleton.

Lanes: Dawn 170/170, ASan 155/155, wgpu 153/153, Wasm 72/72.

Browser (left) vs native (right), from top: directional, spot, point:
shadows

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Progress: 151 / 237 boxes (64%), +1 since the last update.

New since the last update:

  • PRD-518 box 32: a skinned rig renders natively. pnpm parity -- --suite native-engine-skinned passes 3/3. It renders three's SkinnedMesh example at three sampled poses. Bone matrices are bit-exact, and 0.014–0.018% of pixels differ (limit 1%). Three red controls (normals not skinned, weights swapped, drawn unskinned) fail at 4.7–8.6%.
  • Fixtures can now pass typed arrays and object lists, which unblocks skinned and morph fixtures.
  • Fixed a stale link list (package-strict.mjs) that broke the AOT callback test once the bindings linked animation.

Lanes: Dawn 171/171, ASan 156/156, wgpu 154/154, Wasm 72/72.

Browser (top) vs native (bottom), skinned-single-t0/1/2:
skinned

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Progress: 152 / 237 boxes (64%), +1 since the last update.

New since the last update:

  • PRD-517 box 36: morph targets render natively. pnpm parity -- --suite native-engine-morph passes 2/2. Absolute and relative targets are compared side by side: 0.055% of pixels differ (limit 1%). Three controls (relative treated as absolute, normals not morphed, second target dropped) fail at 8.5–16.6%.
  • cgltf v1.15 provisioned through the dependency lock (checksum-verified; a tampered hash is refused). This starts PRD-515 phase 1, the native glTF loader.

Lanes: Dawn 172/172, ASan 157/157, wgpu 155/155, Wasm 72/72.

Browser (top) vs native (bottom), morph-targets-a/b (absolute left, relative right in each frame):
morph

board

Only BufferGeometry.prototype carried the geometry.attributes view, so
Object.keys(boxGeometry.attributes) returned the registry's dotted getters
(color.array, normal.array, ...) and core's mergeParts read a null attribute
(Midway start: merge-parts.ts:155). The view now covers every geometry class.

RED/GREEN: object-surface.spec. New corpus case three-native-merge-parts runs
seven geometry classes under strict Perry (tncache-b19) and matches tsx on
real three. PRD-581 box 99 cycle 2 note.
…l callback

Pinned Perry compiles a closure read of a later const as a global read, so the
deferred attribute pull failed with "scalarBytes is not defined" in the Midway
binary. The tables move above the callbacks. RED/GREEN: perry-captures.spec.
PRD-581 box 99 cycle 3 note.
…Vite inlines them

Midway reads import.meta.env.VITE_MIDWAY_FPS; pinned Perry gives import.meta no
env, so start failed with a TypeError. compile-game now inlines the production
Vite env (plus VITE_* from the process) and drops import.meta.hot. Spec in
compile-game.spec. PRD-581 box 99 cycle 4 note.
…ation ticks

A playtest runner holds the game with no ticks, so Perry never ran
audioHost.update() and start() stalled mid-load (describe timed out). The frame
callback drains decodes, as the V8 player does. RED/GREEN: perry-host.spec.
PRD-581 box 99 cycle 5 note.
…er holds the game

A runner gives the game no ticks, and Perry timers only advanced on ticks, so
setTimeout(0) between warm-up slices never fired and start() never reached
enter. Until the first tick the frame callback advances time and runs due
timers. RED/GREEN: perry-host.spec. PRD-581 box 99 cycle 6 note.
…ayer

Attach and pump the existing overlay for Perry, route pointer events, and
bridge native UI frames while the playtest holds simulation. Carry the
selected Linux web overlay's linker dependencies into strict builds.

Repair texture refresh invalidation and implement native playback-rate
resampling exposed by the Midway flight journeys. Record the focused
regressions and desktop journey results in PRD-581; keep its JS-free and
native-css gates open.
Default Perry to native-css when that is the only compiled UI backend.
Export Linux fontconfig dependencies from the CSS static archive through
CMake and the strict Perry adapter. Cover selection and the native CSS
pixel/pointer bridge with regression tests.

Keep PRD-581's HUD and desktop-journey boxes open: unchanged Midway CSS
fails the existing native-css Core profile. All 23 earlier full-suite
failures also reproduce on d64e567; no new full-suite failures.
Base22 desktop draw scenario passes all four assertions with a nonblank screenshot under matching NVIDIA userspace. Reproduce the previous legacy-native and persistent unit failures on d64e567 source; retain the low-concurrency full-suite check for the observed worker OOM.
The complete two-worker root suite observes every case without a worker error or OOM kill. Five source failures reproduce on d64e567; the two extra failures under shared-host load pass 65 focused desktop tests. Keep perf baseline pending until the host meets the original load gate.
Keep the minimal journey open and record measured misses, bridge sampling,
and the queued B17/B16 comparison. Documentation links and PRD progress pass.
Source preparation may proceed against the immutable r22 candidate; builds
stay out of its benchmark. Documentation links and 243 contract tests pass.
Preserve the original perf-loop deadline and describe the baseline reds,
preliminary semantic parity and blocked built-in subclass case.
Documentation links and all 243 prose-lane contract tests pass.
Keep performance acceptance open while shared native builds block timing.
Document reversible source preservation and retained checkout ownership.
Validation: pnpm check:docs; six prose contract files, 243 tests PASS.
Shared native builds blocked candidate comparison and V8 bridge attribution.
Preserve B18 source uncommitted; retain the measured base22 incumbent.
Validation: 3072 documentation links and 243 prose-contract tests PASS.
Promote B17/B16 r22 over base22 on the frozen minimal/V8-f judge.
B18 r23 and the B19 correctness toolchain tie the promoted incumbent
within its noise margins, so neither is promoted. B18 is committed
locally in the fork; B19 has no measured regression and is clear to
stack with B18 next. All four absolute targets remain MISS.

Record exact run directories, ratios, absolute medians, GPU/load
observations and the B18 fork commit in PRD-581. Stop after these
comparisons without further compiler work or remote mutations.

Validation: check:docs (3072 links), six prose contract files (243 tests),
prd:progress (50%), git diff --check.
Rebased the lane onto 6de460a and dropped duplicate capture fixes now
covered by upstream perry-captures. Typecheck, three-native (201 passed,
2 skipped), doc links and all 243 prose contracts pass before fork work.
Retain the r22 incumbent after both measured optimization candidates stay
inside its fixed noise margin. Record matched release/native checks, B19
retention, rejected source patches, and cleanup without deleting artifacts.
Both native core hosts expose simulation time through performance.now(),
which cannot explain the Perry/V8 wall-time gap. Reuse core span hooks with
TN_GAME_SPANS=1 and a shared steady_clock sink, recording exclusive times,
call counts and residuals in the completed TN_PLAYER_FRAME record.

Cover simulation, scene/plugin callbacks, animation, physics transform
application, render preparation, transport, playtest and UI. Ignore mailbox
observations outside the measured host windows and reject invalid nesting.
Measure the bare numeric FFI crossing with an opt-in no-op control.
Keep the public render-span signatures unchanged; other stages use the
private host sink.

Record three paired r22-compiler/V8 runs, exact-artifact flag-off controls,
and three ranked recovery hypotheses in the PRD-581 minimal journey note.
No compiler optimization, promotion, push or game change.

Validation: core/physics 2760 passed, 2 skipped; three-native 202 passed,
2 skipped; native frame_metrics and UI transport RED->GREEN; workspace
typecheck, docs CLI, native-shim contract, 258 document/CI contracts and
changed-file Biome passed. RTX 2080 on all final six-arm measurements;
exclusive grouped coverage 98.9%/97.5%; flag-off emits no diagnostic records.
All incumbent comparisons SAME, absolute performance targets still MISS.
Root lint is blocked by the pre-existing untracked cooked asset manifest.
Full workspace/native boards and other platforms were not run.
The regression margin was 2x the incumbent's largest per-run ratio deviation.
r22's first run had a cold-cache V8 first frame (456 ms vs 190-238 ms), so the
margin reached 60% for first frame and 114% for ready, and a +43% first-frame
regression (4.72x -> 6.77x, run 2026-10-11T15:00:45.290Z) reported SAME.
Cap the margin at 10% so an outlier run cannot hide a real regression; the
gate now fails closed on a noisy incumbent.
Record recovered cross-language LTO admission failures and completed checks.
Keep the native journey open; O3 regresses first frame under the capped gate.
Preserve passing B18 checks and the caught-TypeError failure before retry.
The LTO fixture links with PIC and a compact GC map; runtime and performance
admission remain open. No promotion or default change.
Prefer cgroup PSI some avg10, then system PSI, then the existing load rule.
Add --max-cpu-pressure (10% default) and record start/end pressure and load.

Validation: reproduced two failing specs before the fix; 17 specs pass.
Focused TypeScript check passes. Biome passes with six complexity warnings.
Record real LTO private-slot PASS and B19 forced-GC FAIL at line 11.
Default Node parity 19/19, B19 5/5, B18 4/4/7 and three-native 202 pass.
Retain uncommitted fork repairs and binaries; no promotion, push or deletion.
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Closed. The native engine work moves into one PRD and one PR, #493 (PRD-573, release cycles v1-v5). Perry is parked. The v1 phases of PRD-573 extract this branch into develop in slices, without Perry. The branch feat/native-engine is kept as the source for those slices.

@jonit-dev jonit-dev closed this Oct 12, 2026
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