280 lines
7.7 KiB
Zig
280 lines
7.7 KiB
Zig
// sandbox stress test
|
|
// measures entity count ceiling on weak hardware
|
|
|
|
const std = @import("std");
|
|
|
|
pub const SCREEN_WIDTH: u32 = 1280;
|
|
pub const SCREEN_HEIGHT: u32 = 1024;
|
|
const CENTER_X: f32 = @as(f32, @floatFromInt(SCREEN_WIDTH)) / 2.0;
|
|
const CENTER_Y: f32 = @as(f32, @floatFromInt(SCREEN_HEIGHT)) / 2.0;
|
|
const RESPAWN_THRESHOLD: f32 = 10.0;
|
|
const ENTITY_SPEED: f32 = 2.0;
|
|
|
|
pub const Entity = struct {
|
|
x: f32,
|
|
y: f32,
|
|
vx: f32,
|
|
vy: f32,
|
|
color: u32,
|
|
};
|
|
|
|
pub const MAX_ENTITIES: usize = 100_000;
|
|
|
|
pub const Entities = struct {
|
|
items: [MAX_ENTITIES]Entity,
|
|
count: usize,
|
|
|
|
pub fn init() Entities {
|
|
return .{
|
|
.items = undefined,
|
|
.count = 0,
|
|
};
|
|
}
|
|
|
|
pub fn add(self: *Entities, rng: *std.Random) void {
|
|
if (self.count >= MAX_ENTITIES) return;
|
|
self.items[self.count] = spawnAtEdge(rng);
|
|
self.count += 1;
|
|
}
|
|
|
|
pub fn remove(self: *Entities, n: usize) void {
|
|
if (n >= self.count) {
|
|
self.count = 0;
|
|
} else {
|
|
self.count -= n;
|
|
}
|
|
}
|
|
|
|
pub fn reset(self: *Entities) void {
|
|
self.count = 0;
|
|
}
|
|
};
|
|
|
|
pub fn update(entities: *Entities, rng: *std.Random) void {
|
|
for (entities.items[0..entities.count]) |*entity| {
|
|
// apply velocity
|
|
entity.x += entity.vx;
|
|
entity.y += entity.vy;
|
|
|
|
// check if reached center
|
|
const dx = entity.x - CENTER_X;
|
|
const dy = entity.y - CENTER_Y;
|
|
const dist = @sqrt(dx * dx + dy * dy);
|
|
|
|
if (dist < RESPAWN_THRESHOLD) {
|
|
// respawn at random edge
|
|
entity.* = spawnAtEdge(rng);
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn spawnAtEdge(rng: *std.Random) Entity {
|
|
// pick random edge: 0=top, 1=bottom, 2=left, 3=right
|
|
const edge = rng.intRangeAtMost(u8, 0, 3);
|
|
const screen_w = @as(f32, @floatFromInt(SCREEN_WIDTH));
|
|
const screen_h = @as(f32, @floatFromInt(SCREEN_HEIGHT));
|
|
|
|
var x: f32 = undefined;
|
|
var y: f32 = undefined;
|
|
|
|
switch (edge) {
|
|
0 => { // top
|
|
x = rng.float(f32) * screen_w;
|
|
y = 0;
|
|
},
|
|
1 => { // bottom
|
|
x = rng.float(f32) * screen_w;
|
|
y = screen_h;
|
|
},
|
|
2 => { // left
|
|
x = 0;
|
|
y = rng.float(f32) * screen_h;
|
|
},
|
|
3 => { // right
|
|
x = screen_w;
|
|
y = rng.float(f32) * screen_h;
|
|
},
|
|
else => unreachable,
|
|
}
|
|
|
|
// velocity toward center
|
|
const dx = CENTER_X - x;
|
|
const dy = CENTER_Y - y;
|
|
const dist = @sqrt(dx * dx + dy * dy);
|
|
const vx = (dx / dist) * ENTITY_SPEED;
|
|
const vy = (dy / dist) * ENTITY_SPEED;
|
|
|
|
return .{
|
|
.x = x,
|
|
.y = y,
|
|
.vx = vx,
|
|
.vy = vy,
|
|
.color = 0x00FFFF, // cyan
|
|
};
|
|
}
|
|
|
|
// tests
|
|
|
|
test "Entity struct has correct size" {
|
|
// 5 fields: x, y, vx, vy (f32 = 4 bytes each) + color (u32 = 4 bytes)
|
|
// 20 bytes total as per plan
|
|
try std.testing.expectEqual(@as(usize, 20), @sizeOf(Entity));
|
|
}
|
|
|
|
test "Entity can be created with initial values" {
|
|
const entity = Entity{
|
|
.x = 100.0,
|
|
.y = 200.0,
|
|
.vx = 1.5,
|
|
.vy = -0.5,
|
|
.color = 0x00FFFF,
|
|
};
|
|
|
|
try std.testing.expectEqual(@as(f32, 100.0), entity.x);
|
|
try std.testing.expectEqual(@as(f32, 200.0), entity.y);
|
|
try std.testing.expectEqual(@as(f32, 1.5), entity.vx);
|
|
try std.testing.expectEqual(@as(f32, -0.5), entity.vy);
|
|
try std.testing.expectEqual(@as(u32, 0x00FFFF), entity.color);
|
|
}
|
|
|
|
test "Entities init starts empty" {
|
|
const entities = Entities.init();
|
|
try std.testing.expectEqual(@as(usize, 0), entities.count);
|
|
}
|
|
|
|
test "Entities add increases count" {
|
|
var entities = Entities.init();
|
|
var prng = std.Random.DefaultPrng.init(12345);
|
|
var rng = prng.random();
|
|
|
|
entities.add(&rng);
|
|
try std.testing.expectEqual(@as(usize, 1), entities.count);
|
|
|
|
entities.add(&rng);
|
|
try std.testing.expectEqual(@as(usize, 2), entities.count);
|
|
}
|
|
|
|
test "Entities remove decreases count" {
|
|
var entities = Entities.init();
|
|
var prng = std.Random.DefaultPrng.init(12345);
|
|
var rng = prng.random();
|
|
|
|
// add 5
|
|
for (0..5) |_| entities.add(&rng);
|
|
try std.testing.expectEqual(@as(usize, 5), entities.count);
|
|
|
|
// remove 2
|
|
entities.remove(2);
|
|
try std.testing.expectEqual(@as(usize, 3), entities.count);
|
|
|
|
// remove more than count
|
|
entities.remove(100);
|
|
try std.testing.expectEqual(@as(usize, 0), entities.count);
|
|
}
|
|
|
|
test "Entities reset clears all" {
|
|
var entities = Entities.init();
|
|
var prng = std.Random.DefaultPrng.init(12345);
|
|
var rng = prng.random();
|
|
|
|
for (0..10) |_| entities.add(&rng);
|
|
try std.testing.expectEqual(@as(usize, 10), entities.count);
|
|
|
|
entities.reset();
|
|
try std.testing.expectEqual(@as(usize, 0), entities.count);
|
|
}
|
|
|
|
test "spawnAtEdge creates entity on screen edge" {
|
|
var prng = std.Random.DefaultPrng.init(12345);
|
|
var rng = prng.random();
|
|
|
|
// spawn several and check they're on edges
|
|
for (0..20) |_| {
|
|
const entity = spawnAtEdge(&rng);
|
|
const on_left = entity.x == 0;
|
|
const on_right = entity.x == @as(f32, @floatFromInt(SCREEN_WIDTH));
|
|
const on_top = entity.y == 0;
|
|
const on_bottom = entity.y == @as(f32, @floatFromInt(SCREEN_HEIGHT));
|
|
|
|
try std.testing.expect(on_left or on_right or on_top or on_bottom);
|
|
}
|
|
}
|
|
|
|
test "spawnAtEdge velocity points toward center" {
|
|
var prng = std.Random.DefaultPrng.init(12345);
|
|
var rng = prng.random();
|
|
|
|
for (0..20) |_| {
|
|
const entity = spawnAtEdge(&rng);
|
|
|
|
// after one step, should be closer to center
|
|
const dist_before = @sqrt((entity.x - CENTER_X) * (entity.x - CENTER_X) +
|
|
(entity.y - CENTER_Y) * (entity.y - CENTER_Y));
|
|
|
|
const new_x = entity.x + entity.vx;
|
|
const new_y = entity.y + entity.vy;
|
|
const dist_after = @sqrt((new_x - CENTER_X) * (new_x - CENTER_X) +
|
|
(new_y - CENTER_Y) * (new_y - CENTER_Y));
|
|
|
|
try std.testing.expect(dist_after < dist_before);
|
|
}
|
|
}
|
|
|
|
test "spawnAtEdge velocity has correct speed" {
|
|
var prng = std.Random.DefaultPrng.init(12345);
|
|
var rng = prng.random();
|
|
|
|
const entity = spawnAtEdge(&rng);
|
|
const speed = @sqrt(entity.vx * entity.vx + entity.vy * entity.vy);
|
|
|
|
try std.testing.expectApproxEqAbs(ENTITY_SPEED, speed, 0.001);
|
|
}
|
|
|
|
test "update moves entities by velocity" {
|
|
var entities = Entities.init();
|
|
// manually place an entity
|
|
entities.items[0] = .{
|
|
.x = 100.0,
|
|
.y = 100.0,
|
|
.vx = 2.0,
|
|
.vy = 3.0,
|
|
.color = 0x00FFFF,
|
|
};
|
|
entities.count = 1;
|
|
|
|
var prng = std.Random.DefaultPrng.init(12345);
|
|
var rng = prng.random();
|
|
|
|
update(&entities, &rng);
|
|
|
|
try std.testing.expectApproxEqAbs(@as(f32, 102.0), entities.items[0].x, 0.001);
|
|
try std.testing.expectApproxEqAbs(@as(f32, 103.0), entities.items[0].y, 0.001);
|
|
}
|
|
|
|
test "update respawns entity at edge when reaching center" {
|
|
var entities = Entities.init();
|
|
// place entity very close to center (within threshold)
|
|
entities.items[0] = .{
|
|
.x = CENTER_X + 1.0,
|
|
.y = CENTER_Y + 1.0,
|
|
.vx = -1.0,
|
|
.vy = -1.0,
|
|
.color = 0x00FFFF,
|
|
};
|
|
entities.count = 1;
|
|
|
|
var prng = std.Random.DefaultPrng.init(12345);
|
|
var rng = prng.random();
|
|
|
|
// after update, entity moves to center and should respawn
|
|
update(&entities, &rng);
|
|
|
|
// should now be on an edge
|
|
const entity = entities.items[0];
|
|
const on_left = entity.x == 0;
|
|
const on_right = entity.x == @as(f32, @floatFromInt(SCREEN_WIDTH));
|
|
const on_top = entity.y == 0;
|
|
const on_bottom = entity.y == @as(f32, @floatFromInt(SCREEN_HEIGHT));
|
|
|
|
try std.testing.expect(on_left or on_right or on_top or on_bottom);
|
|
}
|