Commit 5702eac
Generalize CLAUDE.md Testing section, drop compile_game() block
The Testing section was anchored to `compile_game()` — a function
in the now-deleted `torchwright/doom/compile.py`. Three nested
issues:
- The 'Why sharding?' rationale named DOOM renderer tests and
`compile_game(d=2048)` as the workload that motivated the design.
After Step E, _HEAVY_FILES is empty in modal_test.py — there's no
heavy file at all. Rewrote to general phrasing ('Tests that compile
large transformer modules on GPU can take tens of seconds each'),
noted _HEAVY_FILES is currently empty, and dropped the
`compile_game(d=2048)` example from the 'when you add new tests'
block. Kept the mechanism (the slot exists, future heavy tests
will populate it).
- The 'Compiled DOOM pipeline (test_pipeline.py): ~35-60s' bullet
in Performance Expectations referenced a deleted file. Dropped.
- The entire 'Writing Tests That Use compile_game()' subsection was
guidance for a function and its dependents that are gone:
`compile_game()`, `step_frame`, `tests/doom/test_pipeline.py`,
`TestPipeline`. Deleted the subsection. The class-scoped-fixture
pattern is real but has no current example in this repo; can be
reintroduced when a heavy compiled-test exists.
Also softened 'across 4 independent A100 GPU containers' to
'across independent A100 GPU containers' — the count varies as files
move between shards (currently 2, was 4 before Step E).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>1 parent e6ee1ae commit 5702eac
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