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