Closes internal-consistency items 16 and 17. Ten *_RETURN macros sat inside ATTEMPT blocks, which return past CLEANUP and skip every release in it. The one that mattered was the success path of akgl_get_json_tilemap_property: it leaked two of the string pool's 256 entries on every lookup that *found* what it was asked for, and a map load does that several times per layer. tests/tilemap.c now runs each of its three paths -- found, absent, wrong type -- twice the pool size and asserts the pool is where it started. Against the old code that test does not merely fail, it segfaults, which is Defects item 30 seen from the outside: pool exhaustion arriving as a NULL strncpy rather than as AKGL_ERR_HEAP. Two of the conversions needed more than swapping the macro. In akgl_get_json_tilemap_property a plain break would have fallen through to the "property not found" FAIL_RETURN after FINISH, reporting a miss for something found, so the success path sets a flag. In akgl_collide_rectangles the eight early exits are followed by `*collide = false;`, which would have overwritten the hit that broke out; each corner test writes the flag itself, so that line is gone rather than moved. The same function also released its scratch string once per loop iteration while continuing to use it, so the slot was free while still live -- one claim now covers the whole scan. akgl_controller_default is the other behavioural one: its SUCCEED_RETURN was the last statement in the ATTEMPT block, so the path that falls out of FINISH reached the closing brace of a non-void function. scripts/check_error_protocol.py keeps both rules enforced -- a *_RETURN inside ATTEMPT, and a return out of a HANDLE block -- as the error_protocol test. Neither produces a compiler diagnostic and neither fails a test run until the pool it drains is empty, which is why both have already shipped once. For item 17: the eight typed JSON accessors that validated their container and then wrote through dest unconditionally now check key and dest as the two string accessors always did; the null physics backend checks its actors like the arcade one; and akgl_render_2d_frame_start, _frame_end and _shutdown check self, which the first two read straight through. tests/renderer.c calls all three with NULL, which segfaulted before. 25/25 pass, memcheck clean, reindent --check clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
How do I initialize a game
Initialize the global game object with info about your game
strncpy((char *)&game.name, "sdl3-gametest", 256);
strncpy((char *)&game.version, "0.0.1", 32);
strncpy((char *)&game.uri, "net.aklabs.games.sdl3-gametest", 256);
Call the game initialization routines and lock the game state for further initialization
PASS(e, akgl_game_init());
PASS(e, akgl_game_state_lock());
If you have a registry properties file, load it. If you don't have a properties file, use akgl_set_property("prop_name", "prop_value") to populate the required game properties.
PASS(e, akgl_registry_load_properties(YOUR_REGISTR_FILEPATH));
Initialize your physics engine and renderer of choice
PASS(e, akgl_render_2d_init(akgl_renderer));
PASS(e, akgl_physics_init_arcade(akgl_physics));
Unlock the game state
PASS(e, akgl_game_state_unlock());
What is in a properties file (or, What properties must I set if I don't have one?)
{
"properties": {
"game.screenwidth": "640",
"game.screenheight": "480",
"physics.gravity.y": "1024.0",
"physics.drag.y": "1.0"
}
}
Physics properties (gravity and drag along X, Y and Z) are optional and default to 0.
How do I update and render the game world in my main loop
In your game loop (or in your SDL_AppIterate method), lock the game state, call the game update function, and then unlock the game state
PASS(e, akgl_game_state_lock());
PASS(e, akgl_renderer->frame_start(akgl_renderer));
SDL_RenderClear(akgl_renderer->sdl_renderer);
PASS(e, akgl_game_update(NULL));
PASS(e, akgl_renderer->frame_end(akgl_renderer));
PASS(e, akgl_game_state_unlock());
How do I get an actor on screen
Load a sprite for a character. Sprites are JSON documents describing 2D sprites, frames, and looping. Sprites are named, and sprite names must be unique.
PASS(e, akgl_sprite_load_json(SOME_FILENAME))
Load a character from a JSON file. Characters map sprites to actor states and define physics characteristics like movement speed. Each character is named, and character names must be unique.
PASS(e, akgl_character_load_json(SOME_FILENAME))
You don't strictly have to load sprites and characters from json files, you can initialize them yourself, it's just tedious work. Here's an example of initializing a 32x32 sprite from a spritesheet that uses the first 4 frames in a looping animation.
akgl_SpriteSheet *sheet;
akgl_Sprite *sprite;
akgl_Character *character;
PASS(e, akgl_heap_next_spritesheet(&sheet);
PASS(e, akgl_spritesheet_initialize(sheet, 32, 32, IMAGE_FILENAME));
PASS(e, akgl_heap_next_sprite(&sprite));
PASS(e, akgl_sprite_initialize(sprite, SPRITE_NAME, &sheet);
sprite->frames = 4;
sprite->frameids = [0, 1, 2, 3];
sprite->width = 32;
sprite->height = 32;
sprite->speed = 1000;
sprite->loop = true;
strncpy((char *)&sprite->name, "SPRITE NAME", AKGL_SPRITE_MAX_NAME_LENGTH);
PASS(e, akgl_heap_next_character(&character));
PASS(e, akgl_character_initialize(&character, "CHAR NAME"));
PASS(e, akgl_character_sprite_add(&character, &sprite, STATE_MASK));
// Set the character acceleration and scale if desired
character->ax = 64.0;
character->ay = 64.0;
character->sx = 2.0;
character->sy = 2.0;
Initialize an actor. Actors are named ("player", "Quest NPC", whatever) and names must be unique.
akgl_Actor *myactor = NULL;
PASS(e, akgl_heap_next_actor(&myactor);
PASS(e, akgl_actor_initialize(&myactor, "ACTOR_NAME"));
Assign a character to the actor by looking up the akgl_Character from the AKGL registry and assign it.
myactor->basechar = SDL_GetPointerProperty(
AKGL_REGISTRY_CHARACTER,
"CHARACTER_NAME",
NULL);
FAIL_ZERO_BREAK(e, myactor->basechar, AKERR_REGISTRY, "Character missing");
Give the actor a position and a state, and turn it visible.
myactor->state = 9AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT);
myactor->x = 320;
myactor->y = 240;
myactor->visible = true;
What are in Sprite and Character files
Sprite files:
{
"spritesheet": {
"filename": "RELATIVE_IMAGE_FILE_REFERENCE",
"frame_width": int,
"frame_height": int
},
"name": "UNIQUE_SPRITE_NAME",
"width": int,
"height": int,
"speed": int,
"loop": boolean,
"loopReverse": boolean,
"frames": [
int
]
}
framesreferences the frame indexes in the spritesheet that should be used for this animation. Spritesheets are counted from the top left corner going to the right according to the spritesheetframe_widthandframe_height.loopsays whether or not we should loop the animationloopReversesays whether or not we should "bounce" the animation (when we reach the end of the frames, start counting back to the beginning, then count to the end, etc). Otherwise the frames are displayed from 0..n and then cycles back to 0.speedis the number of milliseconds each frame in the animation should appear on the screen
Character files:
{
"name": "UNIQUE_CHARACTER_NAME",
"speedtime": 8,
"speed_x": 0,
"speed_y": 0,
"acceleration_x": 0,
"acceleration_y": 0,
"sprite_mappings": [
{
"state": [
"AKGL_ACTOR_STATE_ALIVE",
"AKGL_ACTOR_STATE_FACE_UP",
"AKGL_ACTOR_STATE_MOVING_UP"
],
"sprite": "menupointer"
}[, ...]
]
}
speedtimeappears to be legacy and unused.speed_[xy]andacceleration_[xy]are physics parameters that specify the top speed and acceleration rate (in pixels per nanosecond) of the character in physics simulations. The effect of acceleration depends on the physics simulation being used at the time (which may or may not account for gravity, drag, etc).sprite_mappingsmap a set of actor state flag bitmasks (assume everything instateisORed together) to a sprite name. The game engine uses this to automatically pick the correct sprite (by name) for a given set of state flags. You need one of these for every possible state the character may be used in.
How do I load a tilemap from the filesystem and display it on screen with my actors
The engine ONLY supports TilED TMJ tilemaps with tileset external references. Load a tilemap into the global akgl_Tilemap *gamemap object.
PASS(e, akgl_tilemap_load(PATHSTRING, akgl_gamemap));
Actors will be automatically populated from objects in the tilemap object layers. Actor state flags here must be expressed as an integer, you can't (yet) use the same array of strings that is used in character json files.
"objects":[
{
"gid":147,
"height":16,
"id":1,
"name":"player",
"properties":[
{
"name":"character",
"type":"string",
"value":"little guy"
},
{
"name":"state",
"type":"int",
"value":24
}],
"rotation":0,
"type":"actor",
"visible":true,
"width":16,
"x":440.510088317656,
"y":140.347239175702
}[, ... ]
Check if the tilemap wants to use its own physics, and if you want to allow that, override the global physics simulation
if ( akgl_gamemap->use_own_physics == true ) {
akgl_physics = &akgl_gamemap->physics;
}
Tilemap physics specification follows. A map can specify its own physics properties (drag, gravity) without specifying a custom model.
"properties":[
{
"name":"physics.drag.y",
"type":"float",
"value":0
},
{
"name":"physics.gravity.y",
"type":"float",
"value":0
},
{
"name":"physics.model",
"type":"string",
"value":"arcade"
}],
The global akgl_gamemap object is automatically displayed if it is populated. Actors are drawn at the appropriate map layer depending on the actor's layer property (warning: this may be replaced with a z property soon.)
How do I get the screen width and height
The most direct is to call SDL_GetCurrentDisplayMode to get the parameters from the returned SDL_DisplayMode structure (->w and ->h).
The simplest way is to check the global akgl_camera object's akgl_camera->w and akgl_camera->h object. You may have more than one camera on a scene, and it's theoretically possible that the global camera object has been overriden and no longer represents the full screen.
The most reliable engine-centric way is to use akgl_get_property to get the property from the engine. Properties are read and stored as strings, so if you need to do these kinds of things a lot, cache the integer value somewhere.
akgl_String *width = NULL;
int screenwidth = NULL;
PASS(e, akgl_get_property("game.screenwidth", &width, "0"));
PASS(e, aksl_atoi(width->data, &screenwidth));
PASS(e, akgl_heap_release_string(width));
Git hooks
The repository ships a pre-commit hook that keeps committed C sources in the
project's canonical format (Emacs cc-mode "stroustrup"; see AGENTS.md for the
full style guide). The hook lives in scripts/hooks/ and is version controlled,
but Git configuration is not cloned, so every clone has to be pointed at it
once:
git config core.hooksPath scripts/hooks
Confirm it took effect:
git rev-parse --git-path hooks # should print: scripts/hooks
That is the whole installation. The hook is already committed with its
executable bit set, so nothing needs chmod.
What the hook does
On each commit it looks at the staged content of any added, copied, modified,
or renamed .c/.h file under src/, include/, tests/, or util/, and
reindents it if it does not already match the canonical style. Checking the
staged content rather than the working tree means what lands in the commit is
what was actually verified.
When a file needs reindenting, the hook fixes it in the working tree and
re-stages it — but only when the index and working tree agree for that file. If
they differ, you have staged part of a file with git add -p, and re-staging
would sweep your unstaged work into the commit. Rather than do that silently the
hook stops and prints the commands to run yourself:
scripts/reindent.sh path/to/file.c
git add path/to/file.c
include/akgl/SDL_GameControllerDB.h is generated and always skipped.
Requirements
The hook drives Emacs in batch mode, because cc-mode's indentation engine is
the definition of the style and clang-format cannot reproduce it exactly. If
emacs is not on PATH the hook prints a warning and allows the commit — a
hook that refuses to run without an optional tool only teaches people to reach
for --no-verify. Install Emacs to get the check; without it, formatting is on
you.
Bypassing and uninstalling
Skip the hook for a single commit:
git commit --no-verify
Remove it entirely:
git config --unset core.hooksPath
If you already have local hooks
core.hooksPath replaces the hooks directory outright — once it is set, Git
stops reading .git/hooks/ altogether, so any hooks you keep there will silently
stop firing. If that matters, leave core.hooksPath unset and symlink just this
one hook instead:
ln -s ../../scripts/hooks/pre-commit .git/hooks/pre-commit
Formatting without the hook
The hook is a convenience, not the source of truth. The same check is available directly, and is what you would run in CI:
scripts/reindent.sh --check # list non-conforming files; exit 1 if any
scripts/reindent.sh # reindent every tracked C source in place
scripts/reindent.sh src/game.c # reindent specific files
--check exits 0 when everything conforms, 1 when a file needs reindenting,
and 2 if Emacs is missing or the script cannot run — so a CI job that treats
any non-zero status as failure will not mistake a broken toolchain for a clean
tree.
Mutation testing
The mutation harness makes one deliberate source-code change at a time in a scratch copy, then rebuilds and runs the passing CTest suite to measure whether tests detect the change. The known-failing character test is excluded by default.
cmake --build build --target mutation
scripts/mutation_test.py --target src/tilemap.c --list
scripts/mutation_test.py --target src/tilemap.c --max-mutants 10
scripts/mutation_test.py --threshold 40 --junit mutation-junit.xml
The default run covers all libakgl-owned files under src/. Use repeated --target options to narrow the scope. A surviving mutant identifies behavior that the current tests do not verify; the script prints its file, line, operator, and exact edit. The real working tree is never mutated.
Performance testing
tests/perf.c and tests/perf_render.c are benchmarks rather than unit tests: they drive the hot paths — pool acquire and release, the registry, the physics sweep, the per-actor update and render, the tilemap draw, text, and asset loading — and print what each one costs per operation.
ctest --test-dir build -L perf --output-on-failure # benchmarks only, about 30 seconds
ctest --test-dir build -LE perf # everything except the benchmarks
AKGL_BENCH_SCALE=0.1 ctest --test-dir build -L perf # a tenth of the iterations
Each measurement is the best of five runs and is held to a budget set at roughly ten times the recorded baseline, so a suite that turns red means an algorithmic regression rather than a busy machine. Budgets are enforced only in an optimized build at full scale; below AKGL_BENCH_SCALE=1.0, and in a coverage build, they are reported without failing.
PERFORMANCE.md carries the recorded baseline, the frame budget it adds up to, and what the numbers say — including the raw-SDL control rows that separate what libakgl costs from what the rasterizer costs. The six defects the stress tests turned up, and the targets the numbers are measured against, are in TODO.md under Performance.
Memory checking
memcheck runs the suites that already exist under valgrind rather than adding suites of its own. The perf binaries carry most of it: they are the only programs in the tree that load assets, draw a scene, and run a frame loop in one process, and tests/benchutil.h cuts their iteration counts by three orders of magnitude when it detects valgrind — a benchmark walks one path a hundred thousand times, a leak check wants every path walked once.
cmake --build build --target memcheck # everything, about 30 seconds
scripts/memcheck.sh -R tilemap # one suite; ctest selection flags pass through
scripts/memcheck.sh -LE perf # skip the benchmarks
The run forces SDL_VIDEO_DRIVER=dummy, SDL_RENDER_DRIVER=software and SDL_AUDIO_DRIVER=dummy so the vendor GPU stack is never loaded — that removes thousands of unfixable findings inside the driver without suppressing anything. Definite leaks, invalid accesses and uninitialised reads are counted and set the exit status; "still reachable" is not, because that is what SDL and FreeType keep for the process lifetime. Suppressions for genuine third-party findings are in scripts/valgrind.supp.
What it found the first time it ran is in TODO.md under Memory checking.