test_id,category,test_name,entity_count,component_count,expected_frame_time_ms,memory_budget_mb,test_duration_frames,pass_criteria,priority ECS_001,ecs,Create 100 entities,100,3,0.5,1.0,1,All entities created with valid IDs,critical ECS_002,ecs,Create 1000 entities,1000,3,5.0,10.0,1,All entities created under time budget,critical ECS_003,ecs,Create 10000 entities,10000,3,50.0,100.0,1,All entities created under memory budget,high ECS_004,ecs,Add transform component,1000,1,1.0,5.0,1,Transform added to all entities,critical ECS_005,ecs,Add sprite component,1000,1,1.0,8.0,1,Sprite component with texture reference,critical ECS_006,ecs,Add rigidbody component,1000,1,1.0,6.0,1,Physics properties initialized,critical ECS_007,ecs,Add collider component,1000,1,0.8,4.0,1,Collider shapes configured,critical ECS_008,ecs,Add animation component,500,1,0.5,3.0,1,Animation controller linked,high ECS_009,ecs,Query single component,5000,1,0.1,0.0,1,Return all entities with component,critical ECS_010,ecs,Query two components,5000,2,0.2,0.0,1,Return intersection of component sets,critical ECS_011,ecs,Query three components,5000,3,0.3,0.0,1,Efficient multi-component query,high ECS_012,ecs,Iterate transform components,10000,1,1.0,0.0,60,Cache-friendly iteration pattern,critical ECS_013,ecs,Iterate sprite+transform,10000,2,1.5,0.0,60,Dual component iteration,critical ECS_014,ecs,Remove component,1000,3,0.5,0.0,1,Component removed swap-and-pop,high ECS_015,ecs,Destroy entity,1000,5,1.0,0.0,1,All components cleaned up,critical ECS_016,ecs,Entity recycling,1000,3,2.0,5.0,100,IDs reused after destruction,medium ECS_017,ecs,Component pool resize,100,1,0.1,2.0,1,Pool grows dynamically,high ECS_018,ecs,System update order,500,4,5.0,0.0,60,Systems execute in defined order,critical ECS_019,ecs,Fixed update timing,500,3,20.0,0.0,100,Physics at 50Hz regardless of FPS,critical ECS_020,ecs,Variable update timing,500,2,16.67,0.0,100,Rendering interpolated smoothly,high PHY_001,physics,AABB collision check,100,2,0.1,0.0,1,Detect overlapping AABBs,critical PHY_002,physics,Circle collision check,100,2,0.1,0.0,1,Detect overlapping circles,critical PHY_003,physics,AABB-Circle collision,100,2,0.15,0.0,1,Mixed shape collision,critical PHY_004,physics,Collision manifold AABB,50,2,0.2,0.0,1,Normal and penetration depth,critical PHY_005,physics,Collision manifold Circle,50,2,0.2,0.0,1,Accurate collision info,critical PHY_006,physics,Collision response bounce,20,3,0.5,0.0,60,Velocities reflected correctly,critical PHY_007,physics,Collision response slide,20,3,0.5,0.0,60,Friction applied on contact,high PHY_008,physics,Collision layers,100,2,0.3,0.0,1,Layer masks filter collisions,critical PHY_009,physics,Trigger zones,50,2,0.2,0.0,1,No physics response for triggers,high PHY_010,physics,Velocity integration,500,2,0.5,0.0,60,Position updated from velocity,critical PHY_011,physics,Gravity application,500,2,0.5,0.0,60,Constant acceleration applied,critical PHY_012,physics,Drag force,500,2,0.5,0.0,60,Velocity damping over time,high PHY_013,physics,Fixed timestep accumulator,500,3,16.67,0.0,300,Physics steps at 50Hz,critical PHY_014,physics,Spatial hash insert,1000,2,1.0,5.0,1,All entities in grid cells,critical PHY_015,physics,Spatial hash query,1000,2,0.5,0.0,1,Nearby entities returned,critical PHY_016,physics,Broad phase culling,1000,2,2.0,0.0,60,90% collision checks avoided,high PHY_017,physics,500 colliding bodies,500,3,10.0,20.0,60,Maintain 60 FPS,critical PHY_018,physics,1000 colliding bodies,1000,3,16.67,40.0,60,Acceptable frame drops,high PHY_019,physics,Mass ratio collision,10,3,0.5,0.0,60,Heavy vs light body response,medium PHY_020,physics,Kinematic bodies,100,3,0.5,0.0,60,No physics response when kinematic,high RND_001,rendering,Sprite batch 100,100,2,1.0,5.0,60,Single draw call for same texture,critical RND_002,rendering,Sprite batch 1000,1000,2,5.0,15.0,60,Minimal draw calls,critical RND_003,rendering,Sprite batch 10000,10000,2,16.67,50.0,60,60 FPS maintained,critical RND_004,rendering,Texture switching,1000,2,8.0,20.0,60,Batch broken by texture change,high RND_005,rendering,Sprite rotation,500,2,3.0,10.0,60,Rotation transform applied,critical RND_006,rendering,Sprite scaling,500,2,3.0,10.0,60,Scale transform applied,critical RND_007,rendering,Alpha blending,500,2,4.0,10.0,60,Transparency rendered correctly,critical RND_008,rendering,Color tinting,500,2,3.0,10.0,60,RGB modulation applied,high RND_009,rendering,Z-ordering,1000,2,5.0,15.0,60,Sprites sorted by depth,critical RND_010,rendering,Animation playback,200,3,3.0,10.0,60,Frames advance correctly,critical RND_011,rendering,Animation looping,100,3,2.0,5.0,120,Loop point handled,critical RND_012,rendering,Animation events,50,3,1.0,3.0,60,Callbacks fired on frame,high RND_013,rendering,Sprite sheet source rect,500,2,3.0,10.0,60,Correct region rendered,critical RND_014,rendering,Camera translation,1000,2,5.0,15.0,60,View offset applied,critical RND_015,rendering,Camera zoom,1000,2,5.5,15.0,60,Scale factor applied,high RND_016,rendering,Camera follow,100,2,2.0,5.0,60,Smooth tracking of target,high RND_017,rendering,Screen shake,100,2,2.0,5.0,60,Offset decays over time,medium RND_018,rendering,Texture cache hit,500,2,0.1,20.0,1,Same texture not reloaded,critical RND_019,rendering,Texture load async,10,2,100.0,50.0,1,Non-blocking load optional,low RND_020,rendering,Clear and present,0,0,1.0,0.0,60,Frame buffer swap,critical AUD_001,audio,Sound effect play,0,0,5.0,10.0,1,WAV file plays to completion,critical AUD_002,audio,Sound effect overlap,0,0,10.0,20.0,1,8 simultaneous sounds,high AUD_003,audio,Music loop,0,0,5.0,15.0,300,Seamless loop point,critical AUD_004,audio,Volume control,0,0,1.0,0.0,60,Volume scales linearly,high AUD_005,audio,Audio pause/resume,0,0,1.0,0.0,60,State preserved on pause,high AUD_006,audio,Audio stop,0,0,0.5,0.0,1,Immediate stop with cleanup,critical AUD_007,audio,Sound cache,0,0,0.1,30.0,1,Cached sounds play instantly,high AUD_008,audio,OGG format support,0,0,10.0,15.0,1,Compressed audio loads,medium INP_001,input,Keyboard pressed,0,0,0.1,0.0,60,Single frame press detected,critical INP_002,input,Keyboard held,0,0,0.1,0.0,60,Continuous hold state,critical INP_003,input,Keyboard released,0,0,0.1,0.0,60,Single frame release detected,critical INP_004,input,Mouse position,0,0,0.1,0.0,60,Accurate screen coordinates,critical INP_005,input,Mouse button,0,0,0.1,0.0,60,Left/right/middle buttons,critical INP_006,input,Mouse scroll,0,0,0.1,0.0,60,Scroll delta captured,high INP_007,input,Action mapping,0,0,0.1,0.0,60,Abstract actions from keys,high INP_008,input,Rebindable controls,0,0,0.5,0.0,1,Runtime key remapping,medium INP_009,input,Gamepad detection,0,0,5.0,0.0,1,Controller connected event,medium INP_010,input,Gamepad buttons,0,0,0.1,0.0,60,All buttons readable,medium RES_001,resource,Texture load PNG,0,0,50.0,10.0,1,PNG decoded correctly,critical RES_002,resource,Texture load JPG,0,0,50.0,10.0,1,JPG decoded correctly,high RES_003,resource,Resource caching,0,0,0.1,50.0,1,Same resource not reloaded,critical RES_004,resource,Resource unload,0,0,5.0,0.0,1,Memory freed on unload,high RES_005,resource,Missing resource handle,0,0,1.0,0.0,1,Graceful error handling,critical SYS_001,system,Frame rate 60 FPS,1000,4,16.67,50.0,600,10 second test at 60 FPS,critical SYS_002,system,Frame rate 30 FPS,2000,5,33.33,80.0,300,Graceful degradation,high SYS_003,system,Memory stability,1000,4,16.67,100.0,3600,No memory leaks over 1 minute,critical SYS_004,system,Hot reload support,100,3,100.0,20.0,1,Optional: reload assets runtime,low SYS_005,system,Scene save,500,5,500.0,10.0,1,Serialize to JSON/binary,medium SYS_006,system,Scene load,500,5,500.0,50.0,1,Deserialize from file,medium INT_001,integration,Platformer physics,100,5,10.0,30.0,600,Jump and land mechanics,critical INT_002,integration,Shooter gameplay,200,5,12.0,40.0,600,Projectiles and collisions,high INT_003,integration,Particle system,500,3,10.0,25.0,300,Spawn and update particles,medium INT_004,integration,Tilemap rendering,0,2,8.0,20.0,60,Large tilemap efficient,high INT_005,integration,UI rendering,50,2,5.0,10.0,60,Text and buttons,medium