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Resonance

Deep engineering system

Sneak, hack, fight, or talk your way through every mission in a first-person sci-fi harbor city.

Resonance showing its first-person cybernetic HUD and stealth harbor district view

Current status

Desktop first-person sci-fi immersive simulation built in Godot; runs locally as a desktop game build.

Overview

First-person 2057 sci-fi immersive simulation built in Godot where every mission inside Meridian Harbor can be tackled through stealth, terminal hacking, combat, or conversation.

Why it was built

Classic Deus Ex-style immersive sims—where every locked door has multiple creative solutions and cybernetic upgrades change how you explore—are rare in modern open-source game engines.

Why it helps

Showcases a full-scale 3D game architecture in Godot combining limb-specific health, neural augmentations, spatial inventory, and automated visual scene testing.

What you can do

  • Cybernetic augmentation system covering vision, movement, stealth, and defensive upgrades
  • Tactical HUD tracking limb-by-limb health, energy reserves, and stealth visibility
  • Multi-path level design where stealth vents, hacking, and combat are all first-class options
  • Automated camera test harness that renders and verifies lighting and combat scenes
Resonance • Core Technology & Feature Architecture

Godot 4.6 Immersive Sim: 6-Region Paper-Doll HUD, Bio-Electric Overclock & Acoustic Stealth

Set in 2057 Meridian Harbor, every mission blends Jolt 3D physics, 7-region cybernetic augmentations with 75% soft-cap overclock risk, Dark-Mod-style light-gem & room-to-room acoustic portal propagation, and a 7-state node-capture hacking FSM.

resonance-augmentation

7-Region Cyberware Runtime & 75% Soft-Cap Overclock Risk

Equips active and passive implants across 7 anatomical regions and 4 hotkey slots using Synapse Points (+25% per-level curve). Pushing bio-electric draw past the 75.0 passive regen soft-cap triggers Overclock neural HUD glitches.

paper_doll_widget.gd

6-Region Anatomical Paper-Doll HUD & Progressive Disclosure

Tracks per-limb integrity (head, torso, left/right arms, left/right legs) with color interpolation (#00e5ff cyan → #ffae00 amber → #ff2a4b crimson), auto-fading to 0.78 alpha when healthy and snapping to 1.0 in 0.15s on trauma.

resonance-stealth

LightGem Visibility & 3D AcousticPortal Sound Propagation

Interpolates player stealth across HIDDEN, DIM, VISIBLE, and EXPOSED states while propagating footsteps and weapon reports through 3D AcousticPortal nodes between AcousticZone rooms into deterministic guard alert FSMs.

hacking + audio-reactor

7-State Node-Capture Intrusion FSM & 256×1 FFT Audio Shaders

Combines a 7-state network node-capture hacking minigame with a real-time 256×1 RGBF spectrum analyzer that drives volumetric harbor fog density and beat-synced club lighting.

Resonance • Meridian Harbor 2057 Interactive Systems Lab

6-Region Cybernetic Paper-Doll HUD, 75% Bio-Electric Overclock & Acoustic Stealth

Toggle Mark Visser's active cyberware slots (`augmentation_manager.gd`), inspect limb trauma color interpolation (`paper_doll_widget.gd`), and compare immersive-sim mission approaches.

Active cyberware slots (75.0 soft-cap / 100.0 max)

46 / 100 Bio-Energy · Passive Regen Active

Anatomical Paper-Doll & LightGem Approach Simulator

HUD state: Nominal (#00e5ff cyan · 0.78 idle HUD alpha)
Select Meridian Harbor mission approach:
LightGemWidget state: HIDDEN (#0d0d0d) · Footstep sound attenuated through 3D AcousticPortal nodes (-75% dB).
Before & After Engineering AuditGodot 4.6 Immersive Sim Architecture6 anatomical limb regions · 4 playstyles (Stealth / Hack / Fight / Talk)

6-region cybernetic Paper-Doll & AcousticPortal stealth vs. flat FPS hitpoints

Before: Flat 100 HP bar, binary line-of-sight & static doors

Standard first-person prototypes treat damage as a single number, ignore room acoustics, and offer only combat to clear a level.

# Naive FPS state
var hp: float = 100.0
var can_see_player: bool = raycast.is_colliding()
# Only one way through locked bulkhead: shoot guards
After: 6-region Paper-Doll, 75% bio-electric soft-cap & 3D AcousticPortals

Resonance tracks per-limb trauma (#00e5ff → #ffae00 → #ff2a4b), bio-electric Overclock HUD glitches above 75% soft cap, room-to-room AcousticPortal sound attenuation, and a 7-state hacking FSM.

# Resonance Paper-Doll + Overclock + AcousticPortal
regions = { head: 100, torso: 82, right_arm: 45 } # #ffae00 amber sway
energy_soft_cap = 75.0 # >threshold triggers overclock HUD glitch
light_gem = HIDDEN | DIM | VISIBLE | EXPOSED # + 3D AcousticPortal dB
CV & VLM rubric shift: 0.766 → 0.9495 (+0.1835 · Sharpness +49.2% · PSNR 44.44 dB)
Grounding gate: Negation parity & evidence verified

Interactive walkthrough

Step through how Resonance works without creating an account or installing local dependencies.

Entry & problem context

Maturity: Deep engineering system

Classic Deus Ex-style immersive sims—where every locked door has multiple creative solutions and cybernetic upgrades change how you explore—are rare in modern open-source game engines.

First-person 2057 sci-fi immersive simulation built in Godot where every mission inside Meridian Harbor can be tackled through stealth, terminal hacking, combat, or conversation.

Shared platform architecture sandbox

Test the live cross-language single source of truth shared across TypeScript, Python, and Rust.

Evidence grounding & negation parity check

Grounding tier: RejectedPolarityFlip (grounded: false, overlap: 1)
Socrates epistemic decision: clarify (confidence: 0.425)

Dual-gate write receipt verifier (DAWRI) & FTT math healer

Unbacked claim stripped: true
Sanitized output: No profile changes were committed in this turn.
FTT verbatim math healer: EV 142, σ 133.5515, gist positive_ev_with_downside
Hick-Hyman EIG chips: Remote or hybrid? · Target salary floor? · Company stage? (lockout: false)

Semiotic Brand Identity & Federated SoC Governance

Peircean Brand Mark, Multi-Size Squint Test & 3-Tier SoC Boundary

SoC tier: oss_public16px rubric: 96.7% (PASS)
16px · 32px · 48px squint test
Motif: globe_olive_radar
Iconic sign: Harmonic standing-wave rings encircling a diplomatic meridian globe
Indexical cue: Cross-faction treaty stability and acoustic/geopolitical resonance
Symbolic archetype: Cerulean harmonic accord and global coordination
SoC Boundary & Epistemic Retrieval Guardrails
Visibility & ceiling: public_oss (max tier: oss_public)
Boundary policy: Default fail-closed public OSS governance profile.
4-gram shingle novelty: 100.0% (non-redundant >15%) · Retired symbol trap: Clear (0 retired symbols)
GitHub Profile & Source Activity

Engineering Velocity & Open-Source Hygiene

Synced from @brbrainerd and @vox-foundation via the GitHub GraphQL API (GET /api/github/stats).

Annual GitHub activity
13,842+
3,229 public · 10,136 private revisions
Curated portfolio history
19,523+
Revisions across 32 curated projects
Pull requests & reviews
463 PRs
Merged across 70 first-party codebases
Resonance historyGDScript
555 revisions
9,757 tracked source files · Updated 2026-10-13
Language distribution across curated projectsWeighted by revision history & source volume
TypeScript38.9% (12 projects)
Rust36.9% (1 project)
Python11.3% (8 projects)
JavaScript4.7% (2 projects)
Lua4.1% (1 project)
Public open-source codebases on GitHub
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Interactive 3D macaque brain atlas and stereo surgical view planner rendered in browser WebGL.

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