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RTT Inside RTT Core 1.0 RTTcode v1.0 RTT Integrations Status: Developer Preview

TriadicFrameworks · Resonance‑Time Theory · RTT‑Inside
Minimal‑intrusion overlays for engines, simulations, and tools.

RTT_Developer_Quick-Start.md

A minimal‑intrusion, developer‑ready introduction to embedding Resonance‑Time Theory inside real‑world systems.

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                                  ██╔══██╗╚══██╔══╝╚══██╔══╝   RTT: Resonance‑Time Theory
                                  ██████╔╝   ██║      ██║      Developer Quick‑Start
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Badge Block#

  • Status: Draft / Developer‑Facing
  • Audience: Game devs, engine integrators, simulation architects
  • Dependencies: RTTcore, RTTcode schema, TriadicFrameworks overlays
  • Guarantees: Minimal intrusion, deterministic integration, schema‑first onboarding

1. What This Document Is#

This is the fastest possible path for a developer to embed RTT into a game loop, simulation engine, or interactive system.
It assumes:

  • You know how to call an API
  • You know how to serialize JSON
  • You want RTT‑Inside without reading a 40‑page manuscript

This guide gives you:

  • The mental model
  • The core API pattern
  • The minimal schema
  • A working example
  • A drop‑in integration recipe

2. RTT in 30 Seconds#

RTT (Resonance‑Time Theory) models state evolution not as linear time but as resonance‑driven transitions between stable configurations.

For developers, this collapses to a simple rule:

You send a state payload → RTT returns the next stable state.

RTT does not replace your physics, AI, or gameplay logic.
It overlays them with a resonance‑aware progression layer.


3. The Core Developer Loop#

Every RTT‑Inside integration follows the same 3‑step pattern:

  1. Prepare a state packet

    • Entities
    • Environment
    • Resonance inputs
    • Time‑slice metadata
  2. Send it to the RTT endpoint

    • Local module
    • Cloud function
    • Embedded RTTcore
  3. Apply the returned state

    • Update entities
    • Trigger events
    • Advance resonance clock

This is the entire loop.


4. Minimal RTTcode Payload#

RTTcode is the canonical schema for RTT‑Inside integrations.

Example: Minimal Payload#

{
  "rtt_version": "1.0",
  "tick": 128,
  "entities": [
    {
      "id": "player",
      "state": {
        "position": [12.4, 0.0, -3.1],
        "velocity": [0.0, 0.0, 0.0],
        "resonance": 0.42
      }
    }
  ],
  "environment": {
    "field_strength": 0.18,
    "phase_noise": 0.02
  },
  "intent": "advance"
}

Example: RTT Response#

{
  "tick_next": 129,
  "entities": {
    "player": {
      "position": [12.4, 0.0, -3.1],
      "resonance_state": "stable",
      "resonance_next": 0.44
    }
  },
  "events": [
    {
      "type": "resonance-shift",
      "entity": "player",
      "delta": 0.02
    }
  ]
}

5. Integration Recipe (Game Loop)#

Pseudocode#

while game_running:
    state = capture_state()
    rtt_out = rttcore.step(state)
    apply_state(rtt_out)
    render()

Unity‑Style#

void Update() {
    var packet = BuildRTTPacket();
    var result = RTT.Step(packet);
    ApplyRTT(result);
}

Unreal‑Style#

void AMyActor::Tick(float DeltaTime)
{
    FRTTPacket Packet = BuildPacket();
    FRTTResult Result = URTTCore::Step(Packet);
    Apply(Result);
}

6. Developer Mental Model#

RTT is not:

  • A physics engine
  • A magic AI system
  • A replacement for your logic

RTT is:

  • A resonance‑aware state transition oracle
  • A stabilizer for chaotic systems
  • A unifying layer for time, phase, and interaction

The developer only needs to know:

RTT takes your state and returns the next stable one.


Matches your TriadicFrameworks canon:

/rtt/
  /core/
  /schemas/
  /examples/
  /integrations/
    unity/
    unreal/
    python/
    node/

8. Testing & Debugging#

  • Use deterministic seeds for reproducibility
  • Log incoming packets and RTT responses
  • Validate against the RTTcode schema
  • Use the RTT Visualizer (optional) to inspect resonance flows

9. Developer Checklist#

  • RTTcore installed
  • RTTcode schema validated
  • State capture implemented
  • RTT step integrated
  • Events handled
  • Resonance clock advanced
  • Logs enabled

10. Next Steps#

  • Add multi‑entity resonance coupling
  • Add environment‑driven resonance fields
  • Add narrative or gameplay triggers
  • Integrate RTT with AI decision layers

11. Appendix: Extended Payload Example#

A full multi‑entity example with resonance coupling, environment fields, and event triggers.


2. Unity starter package (conceptual layout + core script)#

2.1 Folder layout#

2.2 RTTCoreConfig.cs#

2.3 RTTCoreClient.cs#

2.4 RTT_DemoController.cs#


3. Unreal starter package (conceptual layout + core class)#

3.1 Folder layout#

3.2 RTTCoreConfig.h#

3.3 RTTCoreClient.h/.cpp#

3.4 RTTDemoActor.h/.cpp#


4. RTTcode schema v1.0 (JSON Schema)#

Updated

RTT Developer Quick Start — TriadicFrameworks