When KOBO_BENCH=1 is set in the environment, the game becomes a
hands-off benchmark:
* Skips the intro/menu sequence and pushes st_game directly with
scene=0, skill=CLASSIC, invulnerable ship, always_fire = constant
auto-fire, countdown = 0 so "GET READY" auto-pops in 700ms.
* Seeds pubrand and gamerand from KOBO_BENCH_SEED (default 12345)
so the map, stress spawn pattern, and enemy AI are identical
run-to-run.
* Defaults KOBO_STRESS=1500 unless overridden, so the move pass has
a steady workload, and KOBO_PROF=1 so the profiler is on.
* Counts frames in run_game; after KOBO_BENCH_FRAMES (default 1800)
it dumps prof to stderr and exits cleanly.
Usage from repo root (the cwd matters — relative GFX paths only
resolve from here):
KOBO_BENCH=1 ./build/kobodl 2>bench-logs/phaseN.log
A single command produces a comparable profiler dump at every phase
of the DOD refactor — no menus to navigate, no keyboard input,
identical workload.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>