🎮 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:
GDClaritySampleGDDriftVectorGDZoneStateGDRiskLevelGDRouteSuggestionGDEventSubscription
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 d4. 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.