Files
transcience/README.md
T
claude c4beeae38f 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
2026-09-03 16:03:57 +02:00

2.0 KiB

Transcience

Top-down twin-stick bullet-hell with a dedicated, server-authoritative backend. Godot 4.7, GDScript, no external runtime dependencies.

Play

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

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 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