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Blockfire

Internal codename for a lightweight, large-scale (up to 128 players) low-poly FPS built in Godot 4.6, inspired by BattleBit Remastered. v1 ships a single game mode: Conquest.

Internal project. The dedicated server and bot-driver builds are not for public release.

Components

Component Path Description
Shared core shared/ Deterministic sim, wire protocol, gameplay rules. Linked by all binaries — the single source of truth so client/server/bot never drift.
Client client/ Player-facing game: rendering, input, UI, client-side prediction + interpolation.
Dedicated server server/ Headless, authoritative, Linux-only. 30 Hz tick.
Bot driver bots/ Headless Godot build simulating many bots/process. Reuses shared/. Dockerized fleet for stress + playtesting.

Architecture in one line

The server is authoritative. Clients (and bots) send input commands; the server simulates at a fixed 30 Hz and emits delta-compressed, interest-managed snapshots. Clients predict locally and reconcile.

Getting started

  • Engine: Godot 4.6.x (verified on 4.6.3).
  • Run a headless server: see docs/runbooks/.
  • Run the bot fleet / stress test: see docs/runbooks/.

For agents working on this project

Read AGENTS.md first. It is the working agreement: use the superpowers skills and graphify as mandated, claim tasks in docs/TASKS.md, and respect milestone gates.

  • Task board / status: docs/TASKS.md
  • Roadmap & gates: docs/milestones/
  • Decisions: docs/adr/
  • System specs: docs/specs/
  • Full plan of record: the milestone index in docs/TASKS.md

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