How zero-ideas/relativity works
This appears to be a Roblox action game with shooting, time-dilation abilities, projectile simulation, and procedural maps. The likely player workflow is to control a character and weapons on the client, with server-side weapon and projectile systems handling game effects. The tree also shows shared gameplay utilities and map generation. No README or substantive source excerpts were provided, so component wiring beyond the entry point is uncertain; the graph shows capabilities without assuming calls between them.
Main entry points: init.client.luau Client entry
Components 21
Client gameplay
- Client entry
src/client/init.client.luau - Shooter controls
src/client/ShooterController.luau - Tool manager
src/client/ToolManager.luau - Weapon abilities
src/client/ToolControllers - Movement
src/client/MovementController.luau - Weapon viewmodel
src/client/Viewmodel - Weapon effects
src/client/WeaponEffects.luau
Server simulation
- Shooter handling
src/server/Shooter.server.luau - Weapon logic
src/server/Weapons - Projectile simulation
src/server/Projectile - Status effects
src/server/StatusEffects.server.luau - Ragdoll
src/server/Ragdoll/init.luau - Player management
src/server/PlayerManager.server.luau
Shared systems
- Chunk management
src/shared/ChunkManager.luau - Gravity
src/shared/Gravity.luau - Hitboxes
src/shared/Hitbox.luau - Projectile visuals
src/shared/ProjectileClient
World generation
- Map builder
src/shared/MapGen/Builder.luau - Map generation
src/shared/MapGen - Map visualizer
src/shared/MapGen/Visualizer.luau
Other components
- Player
Connections 1
- Player → Client entry: starts play