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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# Roadmap
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## Built
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| MVP requirement | State |
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| --- | --- |
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| Top-down 2D twin-stick bullet hell | Movement, aim, fire, i-frames, death and respawn; MultiMesh bullet rendering. |
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| Multiplayer with server-side hit validation | Authoritative dedicated server; clients send input only; all hits resolved server-side for both players and enemies. No PvP. |
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| Simple, predictable enemies | Drifter, Turret, Stalker, plus a lobby dummy. Five movement behaviours, all closed-form. |
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| Stationary boss, adaptable format | The Warden of the Fold: four phases, data-defined. A new boss is one function and zero simulation changes. |
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| Lobby hub with dungeon entry | Persistent lobby instance, portal, party forming window, dungeons opened on demand. |
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| Emergency escape | Three-second channel, cancelled by damage or release, server-owned. |
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78 tests plus an end-to-end smoke test over a real socket.
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## Next, in rough order of value
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**1. Make the dungeon a place.** Right now it is one arena and three stages.
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Rooms, doors, and a `SimWorld` with static geometry — which means adding a
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collision representation for walls (segment-vs-circle for players, segment
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crossing for bullets) since there is no physics engine to lean on.
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**2. Art and feel.** Everything is drawn with `draw_circle` and a generated dot
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texture. Sprites, hit flashes, screen shake, muzzle flashes, death effects, and
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sound. None of it touches the simulation — this is entirely `src/view/`.
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**3. A second boss.** The format claims to be reusable; the way to find out is
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to use it. A mobile boss will exercise `BossDef.stationary`, which the runtime
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already reads but no content uses yet.
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**4. Progression.** Loot, character stats, persistence. Needs a decision on
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storage: for a dedicated server, player state belongs server-side in a database,
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not in a client save file.
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**5. Netcode hardening.** In the order they will actually matter:
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- DTLS on `ENetMultiplayerPeer` before any public server.
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- Authentication; `peer_names` is currently client-supplied and trusted for
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display only, which is fine now and will not be once there is progression.
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- Snapshot delta compression, once enemy counts grow.
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- Interest management inside an instance, once arenas are larger than a
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screen.
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**6. Scale.** The simulation costs ~1.4% of a core per instance, so the ceiling
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is bandwidth and process supervision, not CPU. A shard manager that runs several
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server processes behind a lobby-of-lobbies is the shape, but it is premature
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until there is a game to fill it.
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## Deliberately not done
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- **Lag compensation.** Discussed in [NETCODE.md](NETCODE.md): rewinding for a
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shooter's view would mean a player who dodged still gets hit, which is the
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wrong trade for this genre.
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- **Pattern-level bullet replication.** A large bandwidth win that couples the
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client to emitter behaviour. Not worth it until bandwidth binds.
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- **`MultiplayerSynchronizer` / `MultiplayerSpawner`.** Right tools, wrong shape
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for a bullet hell. See [ARCHITECTURE.md](ARCHITECTURE.md).
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