c4beeae38f
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
9 lines
310 B
Bash
Executable File
9 lines
310 B
Bash
Executable File
#!/usr/bin/env bash
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# Run the dedicated server. Everything after -- is parsed by GameOpts.
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# tools/server.sh # port 27015, headless
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# tools/server.sh --port 27020 --verbose
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set -euo pipefail
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cd "$(dirname "$0")/.."
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GODOT="${GODOT:-godot}"
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exec "$GODOT" --headless --path . -- --server "$@"
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