🎮 Resonance Structural Awareness Dimensional Interface — Game Developer

JSON Schemas (Draft 2020‑12)

Game Developer Variant of the Resonance Structural Awareness Dimensional Interface#

Below are the canonical schemas for:

  1. GDClaritySample
  2. GDDriftVector
  3. GDZoneState
  4. GDRiskLevel
  5. GDRouteSuggestion
  6. GDEventSubscription

Each schema is domain‑agnostic and ready for engine integration.


1. GDClaritySample.schema.json#

{
  "$schema": "https://json-schema.org/draft/2020-12/schema",
  "$id": "https://triadicframeworks.org/schemas/rsadi/gd/v1/GDClaritySample.schema.json",
  "title": "GDClaritySample",
  "type": "object",
  "required": ["sample_id", "timestamp", "position", "clarity_score"],
  "properties": {
    "sample_id": {
      "type": "string",
      "format": "uuid"
    },
    "timestamp": {
      "type": "string",
      "format": "date-time"
    },
    "position": {
      "type": "object",
      "required": ["x", "y", "z"],
      "properties": {
        "x": { "type": "number" },
        "y": { "type": "number" },
        "z": { "type": "number" }
      }
    },
    "clarity_score": {
      "type": "integer",
      "minimum": 0,
      "maximum": 255
    },
    "stress_hint": {
      "type": "integer",
      "minimum": 0,
      "maximum": 255
    },
    "extensions": {
      "type": "object",
      "additionalProperties": true
    }
  }
}

2. GDDriftVector.schema.json#

{
  "$schema": "https://json-schema.org/draft/2020-12/schema",
  "$id": "https://triadicframeworks.org/schemas/rsadi/gd/v1/GDDriftVector.schema.json",
  "title": "GDDriftVector",
  "type": "object",
  "required": ["dx", "dy", "dz", "magnitude"],
  "properties": {
    "dx": { "type": "number" },
    "dy": { "type": "number" },
    "dz": { "type": "number" },
    "magnitude": {
      "type": "number",
      "minimum": 0
    },
    "units": {
      "type": "string",
      "enum": ["1/s"]
    },
    "extensions": {
      "type": "object",
      "additionalProperties": true
    }
  }
}

3. GDZoneState.schema.json#

{
  "$schema": "https://json-schema.org/draft/2020-12/schema",
  "$id": "https://triadicframeworks.org/schemas/rsadi/gd/v1/GDZoneState.schema.json",
  "title": "GDZoneState",
  "type": "object",
  "required": [
    "zone_id",
    "timestamp",
    "clarity_score",
    "stress_hint",
    "risk_level"
  ],
  "properties": {
    "zone_id": { "type": "string" },
    "timestamp": { "type": "string", "format": "date-time" },
    "clarity_score": {
      "type": "integer",
      "minimum": 0,
      "maximum": 255
    },
    "stress_hint": {
      "type": "integer",
      "minimum": 0,
      "maximum": 255
    },
    "risk_level": {
      "$ref": "GDRiskLevel.schema.json"
    },
    "drift_vector": {
      "$ref": "GDDriftVector.schema.json"
    },
    "extensions": {
      "type": "object",
      "additionalProperties": true
    }
  }
}

4. GDRiskLevel.schema.json#

{
  "$schema": "https://json-schema.org/draft/2020-12/schema",
  "$id": "https://triadicframeworks.org/schemas/rsadi/gd/v1/GDRiskLevel.schema.json",
  "title": "GDRiskLevel",
  "type": "string",
  "enum": ["low", "medium", "high", "critical"]
}

5. GDRouteSuggestion.schema.json#

{
  "$schema": "https://json-schema.org/draft/2020-12/schema",
  "$id": "https://triadicframeworks.org/schemas/rsadi/gd/v1/GDRouteSuggestion.schema.json",
  "title": "GDRouteSuggestion",
  "type": "object",
  "required": [
    "route_id",
    "timestamp",
    "from_position",
    "to_position",
    "clarity_profile",
    "instructions"
  ],
  "properties": {
    "route_id": { "type": "string", "format": "uuid" },
    "timestamp": { "type": "string", "format": "date-time" },
    "from_position": {
      "$ref": "GDClaritySample.schema.json#/properties/position"
    },
    "to_position": {
      "$ref": "GDClaritySample.schema.json#/properties/position"
    },
    "clarity_profile": {
      "type": "array",
      "items": {
        "type": "object",
        "required": ["position", "clarity_score"],
        "properties": {
          "position": {
            "$ref": "GDClaritySample.schema.json#/properties/position"
          },
          "clarity_score": {
            "type": "integer",
            "minimum": 0,
            "maximum": 255
          }
        }
      }
    },
    "risk_level": {
      "$ref": "GDRiskLevel.schema.json"
    },
    "instructions": {
      "type": "array",
      "items": { "type": "string" }
    },
    "extensions": {
      "type": "object",
      "additionalProperties": true
    }
  }
}

6. GDEventSubscription.schema.json#

{
  "$schema": "https://json-schema.org/draft/2020-12/schema",
  "$id": "https://triadicframeworks.org/schemas/rsadi/gd/v1/GDEventSubscription.schema.json",
  "title": "GDEventSubscription",
  "type": "object",
  "required": ["event_type", "callback_id"],
  "properties": {
    "event_type": {
      "type": "string",
      "enum": [
        "clarity_drop",
        "resonance_spike",
        "zone_status_change"
      ]
    },
    "callback_id": {
      "type": "string",
      "format": "uuid"
    },
    "zone_id": {
      "type": "string"
    },
    "filters": {
      "type": "object",
      "additionalProperties": true
    }
  }
}

🎮 These schemas are now ready for:#

  • Unity C# bindings
  • Unreal C++/Blueprint bindings
  • Godot GDScript bindings
  • Custom engine integrations
  • Deterministic multiplayer sync
  • XR/VR resonance‑aware environments
  • Multi‑agent simulation frameworks

They’re lean, fast, and fully aligned with the RSADI Core invariants.


1. Unity C# wrapper classes (RSADI‑GD)#

// docs/schemas/rsadi-gd/Unity/GDTypes.cs
using System;
using System.Collections.Generic;
using UnityEngine;
 
[Serializable]
public class GDPosition
{
    public float x;
    public float y;
    public float z;
 
    public Vector3 ToVector3() => new Vector3(x, y, z);
 
    public static GDPosition FromVector3(Vector3 v) =>
        new GDPosition { x = v.x, y = v.y, z = v.z };
}
 
[Serializable]
public class GDClaritySample
{
    public string sample_id;      // uuid
    public string timestamp;      // ISO-8601
    public GDPosition position;
    public int clarity_score;     // 0–255
    public int stress_hint;       // 0–255
    public Dictionary<string, object> extensions;
}
 
[Serializable]
public class GDDriftVector
{
    public float dx;
    public float dy;
    public float dz;
    public float magnitude;
    public string units;          // "1/s"
}
 
[Serializable]
public class GDZoneState
{
    public string zone_id;
    public string timestamp;
    public int clarity_score;
    public int stress_hint;
    public string risk_level;     // "low" | "medium" | "high" | "critical"
    public GDDriftVector drift_vector;
    public Dictionary<string, object> extensions;
}
 
[Serializable]
public class GDRoutePoint
{
    public GDPosition position;
    public int clarity_score;
}
 
[Serializable]
public class GDRouteSuggestion
{
    public string route_id;
    public string timestamp;
    public GDPosition from_position;
    public GDPosition to_position;
    public List<GDRoutePoint> clarity_profile;
    public string risk_level;
    public List<string> instructions;
    public Dictionary<string, object> extensions;
}

You can then add a simple “service” wrapper:

public interface IRSADIService
{
    GDZoneState GetZoneState(string zoneId);
    int GetClarity(Vector3 position);
    GDDriftVector GetDrift(Vector3 position);
    GDRouteSuggestion GetRoute(Vector3 from, Vector3 to);
}

2. Unreal USTRUCT bindings (RSADI‑GD)#

// docs/schemas/rsadi-gd/Unreal/RSADI_GDTypes.h
#pragma once
 
#include "CoreMinimal.h"
#include "RSADI_GDTypes.generated.h"
 
USTRUCT(BlueprintType)
struct FGDPosition
{
    GENERATED_BODY()
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    float X;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    float Y;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    float Z;
};
 
USTRUCT(BlueprintType)
struct FGDDriftVector
{
    GENERATED_BODY()
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    float Dx;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    float Dy;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    float Dz;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    float Magnitude;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FString Units; // "1/s"
};
 
USTRUCT(BlueprintType)
struct FGDClaritySample
{
    GENERATED_BODY()
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FString SampleId;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FString Timestamp;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FGDPosition Position;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    int32 ClarityScore;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    int32 StressHint;
};
 
USTRUCT(BlueprintType)
struct FGDZoneState
{
    GENERATED_BODY()
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FString ZoneId;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FString Timestamp;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    int32 ClarityScore;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    int32 StressHint;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FString RiskLevel; // "low" | "medium" | "high" | "critical"
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FGDDriftVector DriftVector;
};
 
USTRUCT(BlueprintType)
struct FGDRoutePoint
{
    GENERATED_BODY()
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FGDPosition Position;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    int32 ClarityScore;
};
 
USTRUCT(BlueprintType)
struct FGDRouteSuggestion
{
    GENERATED_BODY()
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FString RouteId;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FString Timestamp;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FGDPosition FromPosition;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FGDPosition ToPosition;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    TArray<FGDRoutePoint> ClarityProfile;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FString RiskLevel;
 
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    TArray<FString> Instructions;
};

You can expose a URSADIService UObject with BlueprintCallable methods that return these structs.


3. Godot GDScript bindings (RSADI‑GD)#

# docs/schemas/rsadi-gd/godot/rsadi_gd_types.gd
class_name GDPosition
extends RefCounted
 
var x: float
var y: float
var z: float
 
func to_vector3() -> Vector3:
    return Vector3(x, y, z)
 
static func from_vector3(v: Vector3) -> GDPosition:
    var p := GDPosition.new()
    p.x = v.x
    p.y = v.y
    p.z = v.z
    return p
 
 
class_name GDDriftVector
extends RefCounted
 
var dx: float
var dy: float
var dz: float
var magnitude: float
var units: String = "1/s"
 
 
class_name GDClaritySample
extends RefCounted
 
var sample_id: String
var timestamp: String
var position: GDPosition
var clarity_score: int
var stress_hint: int
var extensions := {}
 
 
class_name GDZoneState
extends RefCounted
 
var zone_id: String
var timestamp: String
var clarity_score: int
var stress_hint: int
var risk_level: String
var drift_vector: GDDriftVector
var extensions := {}
 
 
class_name GDRoutePoint
extends RefCounted
 
var position: GDPosition
var clarity_score: int
 
 
class_name GDRouteSuggestion
extends RefCounted
 
var route_id: String
var timestamp: String
var from_position: GDPosition
var to_position: GDPosition
var clarity_profile: Array[GDRoutePoint] = []
var risk_level: String
var instructions: Array[String] = []
var extensions := {}

Then a simple service singleton:

# rsadi_gd_service.gd
class_name RSADIGDService
extends Node
 
func get_clarity(pos: Vector3) -> int:
    # stub: plug into your RSADI core
    return 200
 
func get_drift(pos: Vector3) -> GDDriftVector:
    var d := GDDriftVector.new()
    d.dx = 0.0
    d.dy = 0.0
    d.dz = 0.0
    d.magnitude = 0.0
    return d

4. Sample resonance‑aware AI agent (engine‑agnostic pattern)#

Here’s the behavior pattern you want every game AI to be able to use, regardless of engine:

Goal: move toward higher clarity, avoid low‑clarity pockets, respect drift.

Pseudo‑code#

Inputs:
  position: Vector3
  rsadi: RSADI service (engine binding)
 
Loop:
  clarity_here = rsadi.getClarity(position)
  drift = rsadi.getDrift(position)
 
  // Sample candidate directions
  candidates = sample_directions_around(position)
 
  best_dir = null
  best_score = -INF
 
  for dir in candidates:
      test_pos = position + dir * step_size
      c = rsadi.getClarity(test_pos)
      s = rsadi.getCompositeRisk(test_pos)  // or derive from clarity + stress
      score = c - risk_penalty(s)
 
      // Optionally bias with drift (go with or against)
      score += dot(drift_direction(drift), dir) * drift_weight
 
      if score > best_score:
          best_score = score
          best_dir = dir
 
  move_along(best_dir)

Unity C# sketch#

public class ResonanceAwareAgent : MonoBehaviour
{
    public float stepSize = 1.0f;
    public float speed = 3.0f;
    public IRSADIService rsadi;
 
    void Update()
    {
        Vector3 pos = transform.position;
        int clarityHere = rsadi.GetClarity(pos);
        GDDriftVector drift = rsadi.GetDrift(pos);
 
        Vector3 bestDir = Vector3.zero;
        float bestScore = float.NegativeInfinity;
 
        foreach (Vector3 dir in SampleDirections())
        {
            Vector3 testPos = pos + dir * stepSize;
            int c = rsadi.GetClarity(testPos);
            float score = c;
 
            Vector3 driftDir = new Vector3(drift.dx, drift.dy, drift.dz).normalized;
            score += Vector3.Dot(driftDir, dir) * 10.0f;
 
            if (score > bestScore)
            {
                bestScore = score;
                bestDir = dir;
            }
        }
 
        transform.position += bestDir.normalized * speed * Time.deltaTime;
    }
 
    IEnumerable<Vector3> SampleDirections()
    {
        yield return Vector3.forward;
        yield return Vector3.back;
        yield return Vector3.left;
        yield return Vector3.right;
        yield return (Vector3.forward + Vector3.left).normalized;
        yield return (Vector3.forward + Vector3.right).normalized;
        yield return (Vector3.back + Vector3.left).normalized;
        yield return (Vector3.back + Vector3.right).normalized;
    }
}

Same logic ports cleanly to Unreal Behavior Trees or Godot AI scripts.