Initial commit: Transcience MVP
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
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# Transcience
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Top-down twin-stick bullet-hell with a dedicated, server-authoritative backend.
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Godot 4.7, GDScript, no external runtime dependencies.
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## Play
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```bash
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tools/server.sh # dedicated server on :27015
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tools/client.sh --join --name ada # connect a client
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```
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Or run one client and press **Host and play** for a listen server.
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**Controls** — WASD move, mouse aim, LMB fire, **E** on the ring in the hub to
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enter a dungeon, **hold F** for three seconds to escape back to the hub.
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## Develop
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```bash
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tools/check.sh # parse-check every script ~5s
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tools/test.sh # GUT suite, headless ~2s
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tools/smoke.sh # server + 2 bot clients, ENet ~35s
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godot --headless --path . --script tools/bench.gd
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```
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Read [CLAUDE.md](CLAUDE.md) first — it is short, and the Godot CLI gotchas in it
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will otherwise cost an afternoon.
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## What is here
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| --- | --- |
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| **Twin-stick bullet hell** | Server-simulated bullet field, ~350 concurrent bullets at 0.24 ms/tick. |
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| **Authoritative multiplayer** | Clients send input only. Hits, damage, death and instance transfers are server decisions. Prediction + reconciliation for the local player. |
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| **Enemies** | Four readable behaviours (static, drift, orbit, approach, strafe) composed with bullet emitters. |
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| **Boss** | The Warden of the Fold: stationary, four phases, each adding one idea. Defined entirely as data. |
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| **Lobby hub** | Shared persistent instance with a portal into dungeon runs. |
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| **Emergency escape** | Three-second channel back to the hub, cancelled by damage. |
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## Docs
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- [CLAUDE.md](CLAUDE.md) — commands, invariants, Godot CLI gotchas
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- [docs/WORKFLOW.md](docs/WORKFLOW.md) — agent-assisted Godot development, and why the setup looks like this
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- [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md) — code map and the node-free simulation
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- [docs/NETCODE.md](docs/NETCODE.md) — replication model, hit validation, known gaps
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- [docs/ROADMAP.md](docs/ROADMAP.md) — what is built and what is next
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