Merge readme-front-door: README front door
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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@ -10,6 +10,14 @@ One shared world is projected through two modes:
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One Godot C# client contains both modes. One central C# world host owns the
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canonical simulation, and the two processes communicate through CultMesh.
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**Valuable here:** the design of one persistent world with two projections (`Delvehold/Game Design/index.md`), and a working example of the CultMesh client/host split: a Godot C# client (`client/`) that can only send typed intents, and a single world host (`src/Delvehold.WorldHost`) that is the sole writer of canonical state, persisted as CultCache documents, with the shared operation payloads in `src/Delvehold.Protocol`.
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**Problem it solves:** it is a proving ground. It forces CultMesh and the Aetheria architecture (typed commands and receipts, host-owned state, client prediction that cannot commit truth) to carry a whole game instead of a demo.
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**Entry points:** `Delvehold/Documentation/Implementation Map.md` (what exists in source) and `Delvehold/Documentation/Authority Map.md`; the design authority is `Delvehold/Game Design/index.md`; `scripts/verify-runtime.ps1` builds and runs the client-to-host smoke path.
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**Live versus planned:** live is the first runtime path only: the client discovers the host and sends `delvehold.world/enter`, and the host returns and persists an idempotent receipt for a seeded world (one workshop, one commons, one dungeon core, one contract, one material). The DELVE and HOLD gameplay in the design documents (expeditions, dungeon generation, workshop factory, Greathold) is planned, not implemented.
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The published project notes live in `Delvehold/`. The site is a thin consumer of the shared [`GameCult-Quartz`](https://github.com/GameCult/GameCult-Quartz) engine and deploys to [delvehold.gamecult.org](https://delvehold.gamecult.org).
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## Local documentation build
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@ -24,8 +32,11 @@ Generated output is written to `quartz-site/public/`.
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## Local runtime
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The first runtime foundation expects the admitted CultLib worktree at
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`F:\Projects\CultLib-aetheria-authority` and Godot 4.7.2 Mono at
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The runtime needs a CultLib checkout at the revision pinned in
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`Directory.Build.props` (`CultLibRevision`; builds reject another revision or a
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dirty worktree) and Godot 4.7.2 Mono. `verify-runtime.ps1` takes them as
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`-CultLibRoot` and `-GodotRoot`; its defaults are this workstation's
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`F:\Projects\CultLib-aetheria-authority` and
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`F:\Applications\Godot_v4.7.2-stable_mono_win64`. Build and exercise the
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Godot-to-host CultMesh path, including a host restart, with:
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