LudoWeave Engine · Engineering note
Verified replay gains a presentation pass
M241 adds visible playback of verified Clockwork Arena recordings. A full headless check precedes presentation; recorded transactions and inputs remain authoritative, while live gameplay input is ignored.
Source: https://louijiecompo.com/updates/verified-replay-presentation/
M241, merged on 12 September 2026, separates verification from presentation. The sample checks the entire recording headlessly before opening a renderer. A second pass applies the same recorded transactions and checks world hashes, tick boundaries and checkpoints while drawing an initial frame and one frame per batch. Presentation timing does not change canonical state.
The Null renderer exercises this path without a GPU. Optional wgpu playback supports offscreen or paced window presentation; live keyboard and gamepad input is ignored, with only resize and close events affecting the display. The sample is bounded to 3,600 ticks and batches. Audio, seeking, pause controls and arbitrary game compositions remain outside its scope.
Verification and display completion are reported separately. An early close can follow a successful full preflight while displaying only part of the recording. The artifact and replay formats stay unchanged; startup verification adds work and makes no hard real-time guarantee. Hashes detect divergence but do not establish human input provenance.
This note reviews the pinned M241 guide. It does not report a new engine run, performance measurement or human visual verification. The browser replay explorer remains an illustrative teaching model, separate from the engine’s recording format and presentation implementation.
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Related reading
- A Replay Is More Than a List of Inputs
- What Does Deterministic Mean When Rendering and Audio Are Optional?
- Optional Audio Beside a Deterministic World
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