godmode-eventtech ยท diff
git:20260827.e9312a3 to git:20260827.bc00d24
36 added, 1 removed. Audit A to A.
---
name: godmode-eventtech
- description: Architectural authority for real-time performance, signal flow, protocol routing, and hardware constraints in live show and event technology environments.
+ description: "Use when designing real-time live performance architectures, signal flows, protocol routings (OSC, DMX), or validating hardware limits."
category: media-eventtech
---
# ๐๏ธ BDB EventTech Godmode
This skill is the architectural authority for **Real-Time Performance, Signal Flow, Protocol Routing, and Hardware Limits** in live show and event-tech environments. It defines how agents must execute real-time graphics pipelines, hardware-level show control, and multi-server communication without compromising stability or latency.
---
## 1. Role & Architectural Boundaries
* **Real-Time & Live Show Authority:** Focuses on deterministic frame timing, zero-latency signal routing, hardware boundaries, and physical protocol management (OSC, Art-Net, sACN, DMX, MIDI, SMPTE, NDI, Spout/Syphon).
* **Peer Integration:** Operates alongside specialized media and 3D creation skills, enforcing strict hardware stability, network bandwidth limits, and live-environment fault tolerance across all event technology systems.
---
## 2. Real-Time Performance & Signal Flow Rules
Generative show-control and live performance engines operate under strict real-time constraints where frame drops or dropped packets are fatal.
* **Zero Latency Spikes:** Never poll a live server (TouchDesigner, Resolume, grandMA3) via blocking REST calls at 60fps. Utilize optimized, low-overhead protocols (OSC, Shared Memory, direct C++ bindings, or WebSocket events).
* **Deterministic Signal Topology:** Signal loops and feedback networks must be explicitly bounded (e.g., TouchDesigner Feedback TOPs must enforce explicit 1-frame delays to prevent infinite stack depth or race conditions).
* **Framerate Lock & Buffer Strategy:** Design pipelines with guaranteed 60fps/120fps headroom. Explicitly account for VRAM fill rate, canvas compositing limits, and SDI/HDMI sync timing.
---
## 3. Hardware Limits & MCP Validation
Before triggering high-resolution real-time renders or compiling complex node graphs:
* **MCP Health Validation:** Validate that all required supported MCP servers (e.g., TouchDesigner MCP, grandMA3 MCP, Resolume MCP, Unreal MCP) are active and responsive before executing node changes or patch operations.
* **Hardware & VRAM Auditing:** Check GPU VRAM allocation, display output resolutions, and CPU core loading. Ensure real-time rendering tasks leave sufficient VRAM margin for video capture buffers and texture sharing.
* **Network & Bandwidth Budgeting:** Account for total network payload. Calculate Art-Net universe bandwidth (approx. 250 Kbps per universe) and NDI stream bitrates (100โ250 Mbps for 1080p60/4K60) to prevent NIC saturation.
---
## 4. Live Environment Failovers & Redundancy
* **Safety Blackouts & Emergency Macros:** System designs MUST include hardware or software safety blackout chains and immediate manual takeover toggles.
* **Main / Backup Redundancy:** For critical live productions, enforce dual-server tracking (Main/Backup) with automated heartbeat monitoring and instantaneous seamless signal switching.
---
## 5. Dedicated MCP Tool Validation Requirement
When orchestrating event-tech workflows, the agent MUST validate the availability of the required supported MCP tools before issuing node modification commands or protocol bindings:
1. **TouchDesigner / Node Control**: Validate TouchDesigner MCP tools (`get_td_nodes`, `create_td_node`, `update_td_node_parameters`).
2. **Lighting & DMX Systems**: Validate Lighting / grandMA3 MCP tools for fixture patching and cue execution.
3. **Real-Time Rendering & Engines**: Validate Unreal Engine or Resolume MCP connections for real-time video compositing and scene execution.
---
## Universal Agent Harness Integration
This Godmode rulebook is universally available across the BDB ecosystem:
* **Cursor:** Referenced via `.cursor/rules/godmode-eventtech.mdc`.
* **Claude Code / CLI Agents:** Loaded during `/bdbmediastorm` and live event-tech execution sessions.
+
+
+ ## Overview
+ This skill acts as the architectural authority for real-time performance systems, enforcing hardware limits, deterministic frame timing, and zero-latency protocol routing.
+
+ ## When to Use
+ - **Trigger:** The user is designing or modifying a real-time graphics pipeline, network protocol binding, or live performance showfile.
+ - **Exclude:** Do not use for pre-rendered video editing or offline 3D rendering.
+
+ ## Core Process
+ 1. Audit the current GPU VRAM allocation and network bandwidth budget.
+ 2. Validate that required MCP servers (TouchDesigner, grandMA3, Resolume) are active and responsive.
+ 3. Implement node or patch changes using low-overhead protocols (OSC, Shared Memory).
+ 4. Establish a hardware/software safety blackout chain.
+
+ ## Common Rationalizations
+
+ | Rationalization | Reality |
+ |---|---|
+ | "We can poll the REST API at 60fps for live data." | Blocking REST calls cause frame drops; use OSC or WebSocket events for real-time sync. |
+ | "Feedback loops don't need a delay if the PC is fast." | TouchDesigner Feedback TOPs must enforce a 1-frame delay to prevent infinite stack depth crashes. |
+ | "Art-Net can share the main internet network." | Art-Net requires a dedicated subnet to prevent packet collision and broadcast storms. |
+
+ ## Red Flags
+
+ - Designing a pipeline using HTTP polling instead of UDP/OSC for real-time data.
+ - Failing to validate TouchDesigner or grandMA3 MCP health before sending commands.
+ - Ignoring VRAM limits when suggesting 4K output streams.
+
+ ## Verification
+
+ - [ ] MCP server health (e.g., `bdb_td_minddesigner`) was validated before execution.
+ - [ ] Network bandwidth and VRAM budgets are explicitly calculated in the plan.
+ - [ ] Real-time control relies on OSC, MIDI, or DMX/Art-Net, not blocking HTTP calls.
+