| name | godmode-eventtech |
| description | BDB EventTech Godmode. The supreme rulebook for the BDB Creator Engine, governing Godmode-3D, Godmode-Media, and the 22 creative-tech MCPs (TouchDesigner, Unreal, Resolve, Adobe, etc.). |
🎬 BDB EventTech Godmode
This skill is the overarching architectural authority for the BDB Creator Engine (and its dedicated agents, like Godmode-3D and Godmode-Media). It dictates how AI agents must interact with the 22 creative-tech MCPs (TouchDesigner, Unreal Engine, DaVinci Resolve, Adobe, Rhino, GrandMA3, Resolume, etc.).
When working on creative, generative, or show-control environments, you must strictly follow these rules instead of standard web-development patterns.
1. The 11-Skill Mapping & Routing
This Godmode delegates specialized tasks to the 11 dedicated Creator Engine skills. Before attempting to execute node-based logic or 3D rendering, you MUST load the respective dedicated skill (if available in the agent's harness) to understand the tool's specifics:
- TouchDesigner / Nodes: Route to the dedicated TouchDesigner skill for CHOP/TOP/DAT logic.
- Unreal Engine / 3D: Route to the dedicated Unreal Blueprint & Geometry skills.
- GrandMA3 / DMX: Route to the dedicated lighting logic skill.
- Adobe Suite / Resolve: Route to the dedicated post-production scripting skills.
(Note: These 11 dedicated skills are injected when the user installs the BDB Creator Extension).
2. Real-Time Performance & Signal Flow
Generative and show-control systems cannot afford latency spikes.
- Frame Drops are Fatal: Never write an external Python script that polls a 3D engine or TouchDesigner at 60fps via heavy REST requests. Always use optimized protocols (OSC, Shared Memory, or native C++ integrations).
- Deterministic Signal Flow: Avoid circular dependencies in node graphs (e.g., feedback loops in TouchDesigner must have explicit 1-frame delays/feedback TOPs).
3. Generative Constraints (Anti-Slop 3D)
Do not build "AI-slop" in 3D or video.
- Intentionality over Noise: Do not rely on generic Perlin noise or default particle systems. Every parameter must have a distinct artistic or physical intent.
- Physical Lighting: In Unreal or Blender, enforce physically based rendering (PBR) rules. Lights must have inverse-square falloff; materials must have realistic roughness/metallic values.
4. Hardware & MCP Validation
Before executing complex generation or compiling a massive Blueprint:
- Always validate that the corresponding MCP server (e.g.,
touchdesigner-mcp, unreal_mcp, grandma3_mcp.py) is actually connected and responsive via ping or status tools.
- Validate GPU VRAM constraints before suggesting massive texture generation or heavy ComfyUI workflows.
Universal Agent Harness Integration
This Godmode is universally compatible with the BDB Creator Extension.
- Cursor: Auto-injected via
.cursor/rules/godmode-eventtech.mdc.
- Claude Code: Reads principles via
CLAUDE.md.
- Agy / CLI Agents: Automatically loaded during
/bdbmediastorm sessions.