What problem does it solve? Writing and maintaining deterministic end-to-end tests for a Rust game engine is hard: frame timing, mesh rebuild delays, UI layout refresh, and headless CI rendering all introduce nondeterminism. This Skill documents the CLASSIC_TEST framework, golden trace/pixel harness, and headless EGL CI setup so agents can author scenarios, diagnose mismatches, and fix CI failures without reverse-engineering the test runner. ## Core Features & Use Cases - Scenario authoring: Write JSON test scenarios with scheduled TestStep actions (drag, keyPress, setEntityPos, setCameraIso) and assertions (height, tile, cameraAt, entityPos, pixelAtEntity) loaded via CLASSIC_TEST_FILE. - Golden trace management: Capture, compare, and re-baseline frame-by-frame draw-call traces (baseline.trace.jsonl) plus a GPU-free layout map, across four committed baselines including the basetest-lit lighting reference. - Headless CI debugging: Run the EGL surfaceless pipeline locally with LIBGL_ALWAYS_SOFTWARE=1, interpret CI artifacts in target/classic-test/, and distinguish real regressions from entity-ID renumbering. - Use Case: A shadow-mapping change breaks the golden job in CI. Use this Skill to re-baseline basetest-lit, read the layout map to confirm sprite placement, and write a pixelAtEntity assertion that pins the regression. ## Quick Start Ask the agent to write a CLASSIC_TEST JSON scenario that drags the height editor over a tile region and asserts the resulting height values, then run it headless with CLASSIC_GOLDEN=check.