NGINE-13 Documentation

Everything you need to implement emotional-symbolic intelligence into your game world.

This documentation provides technical guidance for integrating NGINE-13 into Unity, Unreal, Godot, or custom C#/C++ pipelines. It covers architecture, API structure, data schemas, event hooks, emotional tuning, symbolic mapping, performance considerations, and best practices.

Engine Overview

NGINE-13 processes real-time game state into:

  • EVO — Emotional Vectors
  • CPO — Core Patterns (personality & archetype)
  • GEO — Symbolic Geometry (world meaning)
  • SIGIL — Intention Synthesis (action decision)

Everything in the documentation is organized around these four layers.

Installation

Unity Setup:

  • Import the NGINE-13 Unity Package (.unitypackage)
  • Add the Ngine13Core component to your central Game Manager
  • Set your update frequency (default: 10ms)
  • Register NPCs with the RegisterAgent() function
  • Connect world events to the event dispatcher
  • Ngine13Core.RegisterAgent(npcID, npcReference)

Unreal Setup:

  • Add the NGINE-13 Plugin to your Plugins folder
  • Enable “Ngine13Module” in Project Settings
  • Create an ANgineAgent subclass for each NPC type
  • Bind event broadcasts inside blueprints or C++
  • UNgine13Module::Get().RegisterAgent(this)

Custom Engine (C++/C#):

core schema

Initialize Engine:

core schema

Register agents:

core schema

Core Concepts of NGINE-13

EVO — Emotional Vector Object

EVO updates continuously based on world stimuli.

Schema:

core schema

Update Function (Pseudo-Code):

  • EVO.ApplyStimulus(stimulusType, magnitude, source);
  • CPO — Core Pattern Object
  • Defines personality, identity, traits.

Schema:

core schema

Update Function:

  • CPO.Evolve(EVO, worldState);
  • GEO — Symbolic Geometry
  • Used to convert world objects into symbolic meaning.

Schema:

core schema

Mapping Example:

  • GEO.AssignMeaning(zoneID, Symbols.Sacred | Symbols.Hostile);
  • SIGIL — Intention Synthesis
  • Final layer determining chosen action.

Schema:

core schema

Function:

core schema

World Event Integration

NGINE-13 responds to stimulus events.

You can broadcast events such as:

  • DamageTaken
  • WitnessedDeath
  • ItemAcquired
  • BetrayedBy
  • AssistedAlly
  • EnteredSymbolicZone
  • CompletedRitual
  • SocialRejection
  • VictoryAchieved

Example — Broadcasting a Damage Event:

core schema

Multi-Input Stimulus:

core schema

NPC Lifecycle

Register Agent

core schema

Feed Stimuli

core schema

Update Per Tick

core schema

Query Behavior

core schema

Symbolic Geometry Tools

NGINE-13 includes a Symbolic Map Editor (Unity & Unreal).

You can assign meanings to:

  • Regions
  • Landmarks
  • Structures
  • Items
  • Factions
  • Characters
  • Events

Code Example:

core schema

Tagging via Editor:

  • Select object
  • Add “Ngine13Symbolic” component
  • Check meaning boxes

Working With SIGIL Outputs

SIGIL is not animation or movement.

SIGIL is a decision object your systems interpret.

Example:

core schema

SIGIL can influence:

  • Movement
  • Dialogue
  • Animations
  • Quests
  • Faction behavior
  • Trading logic
  • Combat states
  • Diplomacy states

You always keep full control.

Performance & Optimization

NGINE-13 is built for real-time.

Key Guidelines:

  • Process heavy emotional updates in 5–20ms intervals
  • Batch symbolic checks
  • Cache world meanings
  • Avoid sending every tiny event—send significant stimuli

Use NPC LOD levels (high detail only for active characters)

Recommended NPC Limits:

NPC Type Quantity Notes
High-emotion Agents 200–500 Full EVO/CPO Calculation
Mid-tier Agents 1,000–5,000 Partial symbolic Updates
Background Agents Unlimited Periodic CPO Updates

Debugging & Visualization

Included debugging tools:

  • Emotional HUD Overlay
  • Symbolic Heatmap Viewer
  • Archetype Visualizer
  • SIGIL Timeline Inspector
  • NPC Emotional History Graph

Use:

core schema

Best Practices for Integration

Do:

  • Use symbolic meaning rather than coordinates
  • Send emotionally significant events
  • Build archetypes based on story themes
  • Use debug visualizers to tune behavior
  • Keep emotion ranges bounded

Don’t:

  • Spam minor events
  • Overload NPCs with high-intensity stimuli
  • Use SIGIL for deterministic script moments
  • Try to use NGINE-13 to replace all scripted content

Versioning

NGINE-13 SDK v0.9 (Alpha)

Unity 2020+

Unreal Engine 5.1+

.NET 4.8+ / .NET Standard

C++17+

API Reference

Links to full API:

  • EVO Class Reference
  • CPO Class Reference
  • GEO Mapping Reference
  • SIGIL Output Reference
  • Event Dispatch System
  • Integration Examples
  • Performance Utilities

Support:

  • Discord Developer Channel
  • Email Support
  • Video Tutorials
  • Sample Projects
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