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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[gd_scene load_steps=5 format=3]
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[ext_resource type="Script" path="res://src/view/game_scene.gd" id="1"]
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[ext_resource type="Script" path="res://src/view/world_view.gd" id="2"]
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[ext_resource type="Script" path="res://src/view/bullet_renderer.gd" id="3"]
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[ext_resource type="Script" path="res://src/ui/hud.gd" id="4"]
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[node name="Game" type="Node2D"]
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script = ExtResource("1")
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[node name="WorldView" type="Node2D" parent="."]
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position = Vector2(640, 360)
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script = ExtResource("2")
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[node name="Bullets" type="MultiMeshInstance2D" parent="WorldView"]
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script = ExtResource("3")
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[node name="HUD" type="CanvasLayer" parent="."]
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script = ExtResource("4")
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