Record the reference-game choice for the CultMesh garden path
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -300,3 +300,5 @@ Its demonstration case is a cheating client being caught and corrected by witnes
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"the value is in solving the multiplayer scaling problem for indie developers in an ergonomic fashion. Having one authoritative server is fine, up to a point, but there's no real open source playbook on how to ship an MMO, and existing solutions like SpacetimeDB have a huge ergonomics gap. I want CultMesh to feel like magic: as a garden path, you annotate your domain POCOs and simulation code and declare your authority structure (I see no reason why we couldn't support server-authoritative and trusted co-op as a configurable subset of the much harder problem we're aiming at, feel free to correct me if that's a silly notion), and it'll all just work without the developer needing to understand networking deeply."
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Witness authority is therefore one authority policy inside a garden-path framework, not the product. The ergonomics prior-art pass is `research/cultmesh-garden-path/`.
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Reference game (operator, 2026-10-27): "the .io game, Aetheria later". The garden-path target is proved first on a deliberately small browser .io game; Aetheria is the later proof under real load.
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