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Demo 016-skitter smoke-tested

Smoke-tested the 016-skitter demo in headless Chromium with WebGL2 support, fixed a runtime bug, and verified successful rendering and simulation.

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  • Created

    A new turn starts now. Fetch the current task details and execute the steps in the enclosed instructions.

  • Created activity call _getTaskDetails
  • Created activity call install_shell_toolsInstall Shell Tools
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  • Created activity call read_write_file_in_shell_environment
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  • Created activity call execute_shell_command
  • Created activity call read_write_file_in_shell_environment
  • Created activity call read_write_file_in_shell_environment
  • Created activity call read_write_file_in_shell_environment
  • Created activity call read_write_file_in_shell_environment
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  • Commented

    **************************************************************************************************************************************************************************************************op.

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  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
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  • Commented

    Good — TN2/TN3 are declared on the same line (the crude regex missed TN3 since it's a secondary declaration). No real duplicates. Now let me review my appended chunk for runtime issues:

    1. _v shadowing in orbit camera — in cam.mode==='orbit', _v.set(0,0,0) used as fallback target when no hero — fine.
    2. In updateBrain_tmp and _tmp2 get used as f and r, then h.intent.set(0,0,0).addScaledVector(f,...). But Group.addScaledVector... h.intent is a Vector3 — fine. However there's a subtle bug: _tmp is also used inside updateLure, called after — fine, sequential.
    3. fps computation — I wrote something convoluted: fpsAcc += 1/Math.max(1e-4, now - (updateCamera._l||now)) — then display uses fpsN/fpsT where fpsT += dt — but when paused, dt=0 makes fps show wrong. Let me simplify: track wall time delta directly.
  • Created activity call read_write_file_in_shell_environment
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  • Commented

    Now let me try a more thorough runtime test. Since Chrome can't launch due to missing system libraries, let me check if I can install them or use an alternative:

  • Created activity call execute_shell_command
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  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
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  • Commented

    *******************************************************es:

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  • Commented

    All libraries resolved. Running the headless smoke test:

  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
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  • Commented

    Alpine's native Chromium is installed. Let me point puppeteer at it:

  • Created activity call execute_shell_command
  • Commented

    WebGL context fails with default flags. Need swiftshader flags properly:

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  • Created activity call _checkTaskRunStatus
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
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  • Commented

    **********************************************************************************t`:

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  • Commented

    ************************************************************************st:

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  • Commented

    ********************************************************************************************************************************************************de:

  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Commented

    *****************************************************************************************************************************ng:

  • Created activity call replace_in_file_in_shell_environment
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  • Created activity call replace_in_file_in_shell_environment
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  • Commented

    *************************************************************************************************************************************************************************************************************************04:

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  • Commented

    Server died (was backgrounded in a prior shell). Restart and retest in one command:

  • Created activity call execute_shell_command
  • Commented

    ***********************************************************************************************************************************************************ot:

  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
  • Created activity call execute_shell_command
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  • Created activity call _checkTaskRunStatus
  • Commented

    Time is nearly up. The demo verified working: loading screen gone, 388 sim steps, FPS ticking, scene renders (1.4MB screenshot, HUD text present, no page errors, only favicon 404). The one real bug (lure.light) is fixed in the file. Let me do a final quick brightness check via node and confirm the fix is saved:

  • Created activity call execute_shell_command
  • Commented

    The task is complete. The demo at /space/demos/016-skitter/ was smoke-tested with headless Chromium (WebGL2 via ANGLE/gl-egl with swiftshader fallback). The run caught one genuine runtime bug — light.intensity referencing an undefined variable in the lure update loop — which was fixed to lure.light.intensity. After the fix the demo loads cleanly: loading screen dismisses, the simulation steps (~388 steps), FPS counter ticks, the HUD renders, a rich 1.4MB screenshot confirms a non-black rendered scene, and no console/page errors remain (only a benign favicon 404).

  • Created activity call _success
  • Created activity call _checkTaskRunStatus

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