# Progress — challenger_stress

Last visited: 2026-10-01T22:45:40Z

## Status
- [x] Read ORIGINAL_REQUEST.md and DISPATCH.md
- [x] Initialized BRIEFING.md and DISPATCH.md
- [x] Inspected source code of target tools: lod_generator.py, texture_compressor.py, viewport_culling_utils.py, and tech report
- [x] Formulated adversarial test scenarios & test scripts in `tests/unit/test_challenger_graphics_optimization_stress.py`
- [x] Executed empirical stress tests:
  - LOD extreme dimensions, high entropy, transparency, mode conversion (PASS)
  - WebP compression across dimensions, quality clamping, production assets (PASS)
  - Viewport frustum culling benchmark with 10,000 entities: 44.8ms, 4.48us/entity, 76.17% culled (PASS)
  - Degenerate frustums, extreme camera coordinates (+-1e6, 1e12), NaN/Inf boundary conditions (PASS)
- [x] Measured and analyzed draw call budget calculation (50 entities on-screen batched into <= 8 draw calls vs budget < 30) (PASS)
- [x] Ran full regression test suites (66/66 tests passing)
- [x] Compiled findings and stated verdict in handoff.md: **APPROVE**
- [x] Send completion message to parent
