code wiki / _hdl_build / nx_game_critic_gate.nx
nx_game_critic_gate.nx
buildroot/runtime/_hdl_build/nx_game_critic_gate.nx
about
nx_game_critic_gate.nx -- proves nx_game_critic is a REAL quality instrument, not a rubber stamp.
It renders a TOY frame (exactly the current games' style: flat clear + starfield dots + flat discs +
flat HUD bars) and a RICH frame (2D gradient nebula + per-pixel texture + glowing multi-ring stations
+ gradient HUD), and proves the critic scores the toy one TOY/BASIC and the rich one RICH/SOTA -- with
a wide margin. The HONEST AUDIT: the toy render is a faithful copy of what nx_frontier_engine /
nx_drift_engine actually draw today, so the gate's own output states in-band that the shipped games
are TOY by this critic. The mutation tooth: flatten the "rich" frame and it must collapse to TOY too
(the critic measures richness, not some spurious constant). license_tier: ORIGINAL expect_exit: 0
dependencies 3 imports · 0 importers
imports: nx_syscalls.nxnx_game_critic.nxnx_game_raster.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| 13 | const W: i64 = 400 |
| 14 | const H: i64 = 240 |
functions
| 16 | func ww(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 17 | func wn(v: i64) -> i64 |
| 26 | func sx(i: i64) -> i64 { return 44 + i*76 } |
| 27 | func sy(i: i64) -> i64 { if i%2==0 { return 84 } else { return 150 } } |
| 30 | func mk_toy(fb: *i64) -> i64 |
| 53 | func glow(fb: *i64, cx: i64, cy: i64, rad: i64, cr: i64, cg: i64, cb: i64) -> i64 |
| 68 | func mk_rich(fb: *i64, flat: i64) -> i64 |
| 130 | func main() -> i64 |