rtt=1 | coherence=declared | drift=bounded | paradox=structural
Integrations
Integrations maps TriadicFrameworks operator structures into real-time game and simulation engines. The module provides RTT-aligned bindings for Unity and Unreal Engine — enabling coherence-safe state transitions, resonance-aware update loops, and Blueprint-friendly triadic primitives.
Canon: active · Version: 1.0 · Status: waiting for students
Unity Integration#
| Feature | Description |
|---|---|
| RTT-aligned update loops | MonoBehaviour update cycles respect coherence boundaries |
| Coherence-safe state transitions | State machine transitions validated against SET envelope conditions |
| RTT beacon hooks | Unity scenes can emit RTT beacon signals on structural events |
Unreal Engine Integration#
| Feature | Description |
|---|---|
| Blueprint-friendly RTT primitives | Visual scripting nodes exposing core RTT operators |
| Substrate-mapped actor components | Actor components carry substrate-layer metadata |
| Coherence event dispatchers | Unreal event system extended with triadic observer callbacks |
Design Philosophy#
Game engines are live structural environments — they run physics, maintain state, and handle transitions at high frequency. TriadicFrameworks' SET grammar maps naturally onto this substrate: Substrate = scene state, Envelope = simulation conditions, Transition = frame-by-frame evolution. The Integrations module makes that mapping explicit and executable.
Status Note#
The integration bindings are architecturally complete. Active student and contributor engagement is the next phase — the module is open for forks, extensions, and substrate additions.
Integration Points#
Framework_Field_Theory— FFT operator families define the primitives being boundConditions_Substrate_Model— Coherence-safe transitions reference CSM condition classesGovernance_Substrate_Model— GSM layer governs which state transitions are structurally permitted
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