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# TODO — Wings of the 90s
Working notes from the 6 Oct 2026 audit. Everything below was measured by running the
code, not inferred from the README. Upstream: `mac-ai-playground/retro-flight-sim`
(read-only for `kevinhermes`); work happens in this fork.
## Status check (verified)
- `npm install` + `npm run build` — clean, 13 modules, 512 kB bundle, 581 ms.
- `npm test` — passes, but see T4: it only counts braces.
- Terrain is deterministic across instances (`getHeightAt(317,-812)` identical in two
separate `Terrain` objects) — the "persistent world" claim holds.
- Rendering **verified in software** (SwiftShader, see "How to run it headless" below):
WebGL 2 context, 60 fps, 143 distinct colours, 63,792/64,000 non-black pixels, HUD
canvas drawing 6,905 lit pixels. No GPU is involved — this LXC has no `/dev/dri` and no
`/dev/nvidia*`, so all rendering is CPU-rasterised.
- **T8 found during that verification**: the CRT post-processing shader does not compile,
so the 3D canvas renders pure black on any machine. See T8.
---
## T1 — Takeoff does not work (highest priority)
Simulated 40 s at full throttle against the real `Terrain` heightmap:
| t (s) | knots | alt (ft) | onGround |
|------:|------:|---------:|:--------:|
| 0 | 0.3 | 19.7 | false |
| 1 | 23.2 | 2.8 | false |
| 2 | 49.3 | 0 | true |
| 6 | 340.2 | 12.2 | false |
| 9 | 542.5 | 105.2 | false |
| 10 | 564.6 | 0 | true |
| 39 | 2,543.3 | 0 | true |
The aircraft becomes briefly airborne, then never leaves the ground and accelerates to
Mach 4.1. Causes:
- `js/flight-model.js:77` — ground friction is `-hSpeed * 20`, i.e. 20 N per m/s,
against `maxThrust = 50000` N on a 1200 kg airframe. Friction loses every argument.
- `js/flight-model.js:60-64` — lift is applied while `onGround`, scaled only by
`GROUND_LIFT_REDUCTION`, so the plane floats off the runway at arbitrary speed and
then the ground-collision clamp at `:95` slams it back down.
- No weight-on-wheels state: `onGround` is a position test, not a contact state, so
there is no normal force and no way to model a proper rotation/tail-up.
- `PITCH_LIMIT = 85°` and the auto-levelling at `:134-135` (`x *= 0.995`, `z *= 0.985`)
fight the player continuously.
**Acceptance criteria:** full throttle from rest → airborne within a plausible
takeoff roll (order 200–400 m), climb sustained, stall if nose raised too high, and
speed bounded near a sane VMO instead of 2,500 kt.
## T2 — No WebGL fallback
`js/main.js:36-43` constructs `THREE.WebGLRenderer` with no try/catch. On a machine
without WebGL the page throws an uncaught `Error creating WebGL context` and the loading
screen never advances — a blank screen with no message.
**Fix:** wrap renderer init, show a period-appropriate failure card ("GRAPHICS CARD NOT
DETECTED"), and keep the loading/menu screens usable without 3D.
## T3 — Stall speed is defined but unused
`STALL_SPEED = 25` (`js/flight-model.js:4`) is used only to scale lift. Nothing in
`hud.js` or `sound.js` references stalling. A period-accurate sim of this era should
shove a warning in your face.
**Fix:** stall flag on the flight model → HUD warning + stick shaker / audio cue.
## T4 — The test suite is theatre — FIXED on branch `fix/crt-shader-and-real-tests`
`scripts/check-syntax.js` checks that each file is >10 chars and that `{` and `}` counts
match. It cannot catch T1 or T8. CI (`.gitea/workflows/ci.yml`) runs it on every push, so
the green tick meant nothing.
Now: `npm test` runs `node --test "tests/*.test.js"` (no new dependency) with
`tests/shaders.test.js` and `tests/terrain.test.js`; the old brace-counter survives as
`npm run lint:syntax`. `npm run test:render` runs `scripts/headless-check.mjs`, a
dependency-free CDP check that renders the built game in software WebGL and fails if the
canvas is black or the shaders fail to compile.
Both new tests were proven **non-vacuous** by re-breaking the shader and watching them
fail: the shader tests fail 2/4 with glslang's own `'constructor' : too many arguments`,
and the render check fails four ways (1 distinct colour, 0/64,000 lit pixels, shader
error, scene frozen).
Still outstanding: no `FlightModel` tests yet — those belong with T1, where the expected
behaviour has to be decided first.
Note on CI: this instance currently has **no registered Actions runners**
(`GET /repos/kevinhermes/retro-flight-sim/actions/runners` → `total_count: 0`), and
upstream's only run (id 36) ended `cancelled`, not `success`. So CI has never actually
validated this repo. The workflow is updated to install `glslang-tools` and run the real
tests, but treat CI as unproven until a runner exists.
## T5 — No LICENSE
README and repo carry no licence. Decide one (MIT matches the sibling `wings88`) and add
the file.
## T6 — No save/load
The sibling project's brief promised persistent worlds. There is no persistence here —
no `localStorage`, no world seed stored. Terrain is deterministic per process, which is
not the same thing.
**Fix:** persist the world seed + aircraft state; add a save/load menu entry.
## T8 — The CRT shader does not compile, so the 3D canvas is black — FIXED on branch `fix/crt-shader-and-real-tests`
Found by running the game under software WebGL, not by reading the code. `js/retro.js:29`:
```glsl
gl_Position = vec4(position, 0.0, 1.0);
```
In three.js `position` is a **vec3**, so this asks for `vec4(vec3, float, float)` — five
components into a four-component vector. Invalid GLSL ES on both WebGL 1 and 2:
```
THREE.WebGLProgram: Shader Error 0 - VALIDATE_STATUS false
Program Info Log: Vertex shader is not compiled.
ERROR: 0:71: 'constructor' : too many arguments
```
The whole post-processing pass therefore fails and the game canvas reads back as **one
colour, 0/64,000 non-black pixels**. Verified in isolation: `vec4(vec3, float)` compiles,
`vec4(vec3, float, float)` does not, on both WebGL 1 and WebGL 2.
**Fix (verified):** `gl_Position = vec4(position.xy, 0.0, 1.0);` — compiles clean, and the
canvas then reports 143 distinct colours, 63,792/64,000 non-black pixels, scanline banding
visible every 25 rows, and the scene hash changing frame to frame once the aircraft moves.
Committed on this branch.
Note this is exactly the class of bug the old test suite could not see: braces balanced
perfectly. `tests/shaders.test.js` now compiles these shaders with glslang on every run.
## T7 — Minor / housekeeping
- `index.html` requests `/favicon.ico` → 404 on every load. Add one, or drop the request.
- Bundle is 512 kB (132 kB gzipped); Vite warns about the 500 kB chunk. Fine for now,
worth a `manualChunks` split if it grows.
- `package-lock.json` is 31 kB for a two-dependency project — expected, just noting it.
- No FPS cap. The README brags about a retro feel; `wings88`'s design notes suggest a
configurable 20 FPS cap, which would be cheap to add and very on-theme.
---
## How to run it headless (no GPU, verified working)
This LXC has no GPU access — `lspci`/`lsmod` inside an LXC report the **Proxmox host's**
hardware (an RTX 3090 shows up), but the container has no `/dev/dri` and no `/dev/nvidia*`,
so nothing is usable. Software rendering is the only option and it does work.
The combination that works:
```bash
CHROME=/root/.cache/ms-playwright/chromium-1234/chrome-linux64/chrome
$CHROME --headless=new --no-sandbox --disable-gpu-sandbox \
--use-angle=swiftshader --enable-unsafe-swiftshader \
--remote-debugging-port=9223 --user-data-dir=/tmp/probe --no-first-run
# then attach with playwright-core: chromium.connectOverCDP('http://127.0.0.1:9223')
```
Gotchas, all learned the hard way:
- **Playwright's own launcher defeats this.** `chromium.launch()` injects defaults
(`--disable-gpu` among them) that silently kill the GPU process; every attempt via
`launch()` returned `webgl: NULL` or crashed the page. Launch Chrome directly and attach
over CDP instead.
- `--use-gl=swiftshader` (legacy path) crashes the page. Use `--use-angle=swiftshader`.
- `--use-angle=vulkan` + Mesa lavapipe (`VK_DRIVER_FILES=/usr/share/vulkan/icd.d/lvp_icd.json`)
brings the GPU process up (`GPU.EstablishGpuChannel` records samples) but still yields no
WebGL context. SwiftShader is the path that works.
- Headful under `xvfb-run` crashes the page. `--headless=new` is required.
- `--dump-dom` races the page script — it captures before the probe writes its result.
- WebGL clears the drawing buffer after each frame (`preserveDrawingBuffer: false`), so a
synchronous `readPixels` returns all-black. Sample inside a `requestAnimationFrame`
callback, or the measurement is meaningless.
- `readPixels` origin is bottom-left; flip rows before reporting them as screen rows.
- Screenshots via CDP fail here (`Unable to capture screenshot`), so verification is by
pixel readback and colour histograms rather than images.
---
## Suggested order
T1 → T4 (tests first would be better, but T1 is the reason the project is worth keeping)
→ T2 → T3 → T5 → T6 → T7.
## Notes on provenance
Two commits, both authored by `mac-container-dev` on 5 May 2026. Not a fork of `wings88`
(`fork: false`, no cross-references in code) — an independent take on the same brief.
`wings88` has 214 source lines and no Three.js usage at all; its useful parts are the
Jest/Playwright setup and the design guidelines (16–32 colour palette, no anti-aliasing,
20 FPS cap), which would slot in here.