Initial commit: Transcience MVP
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Top-down twin-stick bullet-hell, Godot 4.7, server-authoritative dedicated
server with client-side prediction. Clients send input only; the server
resolves every hit for both players and enemies (no PvP).

- SimWorld: whole simulation as plain RefCounted objects (no nodes, no
  physics server), ~0.24ms/tick at peak load -- runs headless for free and
  drives 78 tests in under a second
- BulletPool: struct-of-arrays bullet storage, replicated as spawn/despawn
  events rather than per-tick state
- Emitter framework (Ring/AimedSpread/WallGap/ArcSweep) shared by trash
  enemies and bosses -- a new boss is data in src/content/content.gd, no
  simulation changes
- The Warden of the Fold: stationary 4-phase boss built entirely on that
  format
- Lobby hub with a portal into on-demand dungeon instances; one process
  hosts the hub plus every concurrent dungeon
- Emergency escape: 3s server-owned channel, cancelled by damage
- tools/check.sh, test.sh (GUT), smoke.sh (real server + bot clients over
  ENet), bench.gd; git hooks wired to the same scripts
- docs/ARCHITECTURE.md, NETCODE.md, WORKFLOW.md, ROADMAP.md
This commit is contained in:
Adyrem
2026-09-03 16:03:57 +02:00
commit 651c4ad94a
385 changed files with 28725 additions and 0 deletions
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extends SceneTree
## Writes .tres copies of everything in [Content] into res://resources/, so the
## numbers can be tuned in the editor inspector.
##
## godot --headless --path . --script tools/export_content.gd
##
## These files are an export, not the source of truth: [Content] is. Re-running
## this overwrites them. If you tune a value in the inspector and want to keep
## it, port it back into src/content/content.gd -- otherwise the next export
## silently reverts your change.
const OUT_ENEMIES := "res://resources/enemies"
const OUT_BOSSES := "res://resources/bosses"
func _init() -> void:
DirAccess.make_dir_recursive_absolute(OUT_ENEMIES)
DirAccess.make_dir_recursive_absolute(OUT_BOSSES)
var written := 0
for id in [Content.ENEMY_DRIFTER, Content.ENEMY_TURRET, Content.ENEMY_STALKER,
Content.ENEMY_DUMMY]:
written += _save(Content.enemy(id), "%s/%s.tres" % [OUT_ENEMIES, id])
for id in [Content.BOSS_WARDEN]:
written += _save(Content.boss(id), "%s/%s.tres" % [OUT_BOSSES, id])
print("exported %d resources" % written)
quit(0)
func _save(res: Resource, path: String) -> int:
# Sub-resources (the emitters) are inlined so one file is one whole enemy.
var err := ResourceSaver.save(res, path)
if err != OK:
printerr("failed to write %s (error %d)" % [path, err])
return 0
print(" ", path)
return 1