README front door: entry points and live/planned up front; drop absent NewtonsoftJson package
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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README.md
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README.md
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@ -30,6 +30,30 @@ bespoke JSON bridge at every boundary. A frontend is just another CultMesh
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client: the daemon publishes a typed Eve/CultUI surface, and any compatible
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runtime can lower that surface where it needs to live.
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## Entry Points
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- C# reference runtime: `src/` (`GameCult.Caching`, `GameCult.Networking`,
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`GameCult.Mesh`, `GameCult.Geometry`, `GameCult.Unity`). Build and test with
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`dotnet build CultLib.sln` and `dotnet test CultLib.sln`.
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- Other runtimes, wire-compatible with the C# CultCache: `packages/cultcache-ts`,
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`cultcache-py`, `cultcache-rs`, and the CultNet and CultMesh packages beside
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them under `packages/`; portable math in `packages/cultmath`.
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- Smallest working path: `src/GameCult.Mesh/docs/durable-node-quickstart.md`.
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Application path: `src/GameCult.Mesh/docs/getting-started/README.md` and
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`samples/eve-two-runtime`.
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## Live And Planned
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Live: typed CultCache persistence, CultNet schema-v0 transports and native RUDP,
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CultMesh nodes with Verse discovery, shard replication and authority leases,
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the geometry documents, and CultUI for Unity. The browser client boundary
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(`packages/cultmesh-browser`, `GameCult.Networking.WebSockets`) is proven on
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loopback under an explicit `local-development` trust policy by
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`samples/eve-browser-network`.
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Planned: a complete public Verse proof over deployed infrastructure; the
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remaining gates are listed in `src/GameCult.Mesh/docs/browser-verse-transport.md`.
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## Which Package Do I Want?
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If the job is shared game state, start here before inventing a fourth drawer
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@ -97,7 +121,6 @@ The solution includes:
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- `GameCult.Logging`: common logging abstraction plus console and file implementations
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- `GameCult.Caching`: `DatabaseEntry`-based cache, indexes, global entries, and backing-store abstractions
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- `GameCult.Caching.MessagePack`: MessagePack-backed persistence for the cache
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- `GameCult.Caching.NewtonsoftJson`: Newtonsoft.Json-backed persistence for the cache
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- `GameCult.Math` / CultMath: portable numeric primitives, deterministic random, noise, and shader-parity helpers
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- `GameCult.Geometry` / CultGeometry: engine-neutral geometry algorithms plus CultCache-native domain, selected-cut, and mesh artifact documents
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- `GameCult.Networking`: encrypted login/register/verify flows, schema-v0 contracts, transport adapters, and native RUDP sessions
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@ -125,7 +148,6 @@ src/
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GameCult.Logging/
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GameCult.Caching/
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GameCult.Caching.MessagePack/
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GameCult.Caching.NewtonsoftJson/
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GameCult.Geometry/
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GameCult.Networking/
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GameCult.Networking.WebSockets/
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@ -344,7 +366,6 @@ Each subproject has a local README with package-specific detail:
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- [GameCult.Logging](src/GameCult.Logging/README.md)
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- [GameCult.Caching](src/GameCult.Caching/README.md)
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- [GameCult.Caching.MessagePack](src/GameCult.Caching.MessagePack/README.md)
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- [GameCult.Caching.NewtonsoftJson](src/GameCult.Caching.NewtonsoftJson/README.md)
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- [GameCult.Geometry](src/GameCult.Geometry/README.md)
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- [GameCult.Networking](src/GameCult.Networking/README.md)
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- [GameCult.Mesh](src/GameCult.Mesh/README.md)
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