From 8c14df1a9378b7fd608c08b08bae43b7d16af1c2 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Thu, 22 Oct 2026 19:57:46 +0200 Subject: [PATCH] README front door: entry points and live/planned up front; drop absent NewtonsoftJson package Co-Authored-By: Claude Opus 5.5 --- README.md | 27 ++++++++++++++++++++++++--- 1 file changed, 24 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index 4977a02a..e2ea607d 100644 --- a/README.md +++ b/README.md @@ -30,6 +30,30 @@ bespoke JSON bridge at every boundary. A frontend is just another CultMesh client: the daemon publishes a typed Eve/CultUI surface, and any compatible runtime can lower that surface where it needs to live. +## Entry Points + +- C# reference runtime: `src/` (`GameCult.Caching`, `GameCult.Networking`, + `GameCult.Mesh`, `GameCult.Geometry`, `GameCult.Unity`). Build and test with + `dotnet build CultLib.sln` and `dotnet test CultLib.sln`. +- Other runtimes, wire-compatible with the C# CultCache: `packages/cultcache-ts`, + `cultcache-py`, `cultcache-rs`, and the CultNet and CultMesh packages beside + them under `packages/`; portable math in `packages/cultmath`. +- Smallest working path: `src/GameCult.Mesh/docs/durable-node-quickstart.md`. + Application path: `src/GameCult.Mesh/docs/getting-started/README.md` and + `samples/eve-two-runtime`. + +## Live And Planned + +Live: typed CultCache persistence, CultNet schema-v0 transports and native RUDP, +CultMesh nodes with Verse discovery, shard replication and authority leases, +the geometry documents, and CultUI for Unity. The browser client boundary +(`packages/cultmesh-browser`, `GameCult.Networking.WebSockets`) is proven on +loopback under an explicit `local-development` trust policy by +`samples/eve-browser-network`. + +Planned: a complete public Verse proof over deployed infrastructure; the +remaining gates are listed in `src/GameCult.Mesh/docs/browser-verse-transport.md`. + ## Which Package Do I Want? If the job is shared game state, start here before inventing a fourth drawer @@ -97,7 +121,6 @@ The solution includes: - `GameCult.Logging`: common logging abstraction plus console and file implementations - `GameCult.Caching`: `DatabaseEntry`-based cache, indexes, global entries, and backing-store abstractions - `GameCult.Caching.MessagePack`: MessagePack-backed persistence for the cache -- `GameCult.Caching.NewtonsoftJson`: Newtonsoft.Json-backed persistence for the cache - `GameCult.Math` / CultMath: portable numeric primitives, deterministic random, noise, and shader-parity helpers - `GameCult.Geometry` / CultGeometry: engine-neutral geometry algorithms plus CultCache-native domain, selected-cut, and mesh artifact documents - `GameCult.Networking`: encrypted login/register/verify flows, schema-v0 contracts, transport adapters, and native RUDP sessions @@ -125,7 +148,6 @@ src/ GameCult.Logging/ GameCult.Caching/ GameCult.Caching.MessagePack/ - GameCult.Caching.NewtonsoftJson/ GameCult.Geometry/ GameCult.Networking/ GameCult.Networking.WebSockets/ @@ -344,7 +366,6 @@ Each subproject has a local README with package-specific detail: - [GameCult.Logging](src/GameCult.Logging/README.md) - [GameCult.Caching](src/GameCult.Caching/README.md) - [GameCult.Caching.MessagePack](src/GameCult.Caching.MessagePack/README.md) -- [GameCult.Caching.NewtonsoftJson](src/GameCult.Caching.NewtonsoftJson/README.md) - [GameCult.Geometry](src/GameCult.Geometry/README.md) - [GameCult.Networking](src/GameCult.Networking/README.md) - [GameCult.Mesh](src/GameCult.Mesh/README.md)