🎮 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 functionresonance_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.