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🎮 RSADI‑GD Minimal Demo Scene Spec

By Nawder Loswin 1/4/2026 © www.TriadicFrameworks.org#

Unity • Unreal • Godot — one resonance field, one behavior, three engines#

🔷 Core Concept (shared across all engines)#

All three demo scenes use:

A simple 2D resonance field projected into 3D space#

Clarity(x, z) = 180 
                - 40 * exp(-((x-5)^2 + (z-5)^2)/6)
                - 20 * exp(-((x+4)^2 + (z+2)^2)/4)

This creates:

  • a high‑clarity plateau
  • a medium‑clarity basin
  • a low‑clarity “danger pocket”

A drift vector field#

Drift(x, z) = normalize( Vector2( -(x-5), -(z-5) ) ) * 0.3

Everything “drifts” toward the center of the basin.

One resonance‑aware agent#

The agent:

  • samples clarity in 8 directions
  • biases movement toward higher clarity
  • avoids low‑clarity pockets
  • optionally rides drift if clarity is equal

This is the same logic you already saw in the AI agent pattern.


🟦 Unity Demo Scene Spec#

Scene name: RSADI_GD_Demo.unity#

1. Scene Layout#

  • Flat plane (20×20 units)
  • Grid texture or simple material
  • One “ResonanceAgent” prefab
  • One “ResonanceFieldController” GameObject
  • Optional: simple colored fog that changes with clarity

2. Components#

ResonanceFieldController.cs#

  • Implements the clarity function
  • Implements the drift vector function
  • Exposes public methods:
public int GetClarity(Vector3 pos);
public Vector3 GetDrift(Vector3 pos);

ResonanceAgent.cs#

  • Uses the RSADI‑GD Unity wrapper
  • Moves using the resonance‑aware logic
  • Draws debug rays showing sampled directions

3. Visual Feedback#

  • Plane color shifts based on clarity (via shader or vertex colors)
  • Agent leaves a trail showing its path
  • Gizmos draw drift arrows across the field

🟥 Unreal Demo Map Spec#

Map name: RSADI_GD_Demo.umap#

1. Level Layout#

  • Landscape or flat BSP plane (20×20 meters)
  • One Blueprint actor: BP_ResonanceAgent
  • One Blueprint actor: BP_ResonanceField

2. Blueprints#

BP_ResonanceField#

  • Implements clarity function in Blueprint math nodes
  • Implements drift vector
  • Exposes BlueprintCallable functions:
GetClarity(Vector)
GetDrift(Vector)

BP_ResonanceAgent#

  • Tick event runs the resonance‑aware movement

  • Uses Chaos physics or simple AddMovementInput

  • Debug:

    • DrawDebugLine for sampled directions
    • DrawDebugArrow for drift

3. Visual Feedback#

  • Material parameter collection drives ground color
  • Niagara system shows drifting particles moving along drift vectors

🟩 Godot Demo Scene Spec#

Scene name: RSADI_GD_Demo.tscn#

1. Scene Layout#

Nodes:

Node2D (root)
 ├── TileMap (20×20 grid)
 ├── ResonanceField (script)
 └── ResonanceAgent (KinematicBody2D or CharacterBody2D)

2. Scripts#

resonance_field.gd#

Implements:

func get_clarity(pos: Vector2) -> int:
    # same clarity function
 
func get_drift(pos: Vector2) -> Vector2:
    # same drift function

resonance_agent.gd#

  • Samples 8 directions
  • Moves toward highest clarity
  • Draws debug lines in _draw()

3. Visual Feedback#

  • TileMap cell color = clarity gradient
  • Agent leaves a trail using Line2D
  • Drift vectors drawn as arrows on the grid

🌐 Shared Behavior Across All Engines#

Movement Logic#

All engines use the same pseudocode:

sample 8 directions
score = clarity - risk_penalty + drift_bias
choose best direction
move

Field Behavior#

  • clarity basin at (5,5)
  • secondary dip at (-4, -2)
  • drift toward basin center

Debugging#

  • clarity heatmap
  • drift arrows
  • agent path
  • sampled rays

🎯 What Developers Experience#

In all three engines, the agent:

  • avoids the low‑clarity pocket
  • skirts the medium basin
  • climbs toward the high‑clarity plateau
  • subtly “leans” with the drift field
  • produces identical behavior across engines

This is the RSADI‑GD feel:
a world that breathes, shifts, and guides agents through resonance.

Updated