code wiki / _hdl_build / nx_game_engine_gate.nx
nx_game_engine_gate.nx
buildroot/runtime/_hdl_build/nx_game_engine_gate.nx
about
nx_game_engine_gate.nx -- the GAME-ENGINE surface gate (X-SURF-003 rung1). Drives
the REAL composed game loop + the actor game-logic test through the sovereign lane;
both green = the engine runs end-to-end on the hardware FLOOR (the compose test's
16x16x8 terrain + 1bpp framebuffer + raycast map cleanly to ESP32-class silicon --
product reaches the hardware rung, the operator's "from the hardware up").
Durable: GAMEENGINE rows + verdict -> knowledge/status/game_engine.log (the surface
census reads this). Exit 0 iff both legs green. license_tier: ORIGINAL
dependencies 1 imports · 0 importers
imports: nx_syscalls.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
| none |
functions
| 9 | func ge_p(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 10 | func ge_f(fd: i64, s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(fd,s,n); return 0 } |
| 11 | func ge_n(fd: i64, v: i64) -> i64 { let bb: *u8=sys_mmap(28); var m: i64=v; if m<0{m=0-m}; let t: *u8=sys_mmap(28); var k: i64=0; if m==0{t[0]=48 as u8;k=1}; while m>0{t[k]=(48+(m%10)) as u8;m=m/10;k=k+1}; var i: i64=0; while i<k{bb[i]=t[k-1-i];i=i+1}; sys_write(fd,bb,k); return 0 } |
| 12 | func ge_run(name: *u8) -> i64 |
| 31 | func ge_leg(lfd: i64, name: *u8, bad: *i64) -> i64 |
| 40 | func main() -> i64 |