Plugins & Integrations
Zeq OS provides plugins for major game engines and web frameworks. Every plugin follows the same principle: replace the engine's internal time step with a Zeqond-synchronized time step locked to the HulyaPulse 1.287 Hz timebase. This produces deterministic, cross-platform physics and animation that is reproducible across any system running Zeq OS.
Integration Pattern
All plugins share a common integration pattern:
- Intercept the engine's native
deltaTimeor frame callback - Replace it with a Zeqond-synchronized delta derived from the 1.287 Hz HulyaPulse
- Modulate the time step using KO42 (see Metric Tensioners)
- Pass through to the engine's normal update loop
The engine continues to function normally — it simply receives a phase-locked time step instead of a free-running one.
Game Engine Plugins
Unity — C# (HulyaSync.cs)
using UnityEngine;
public class HulyaSync : MonoBehaviour
{
private const float HULYA_FREQ = 1.287f;
private const float ZEQOND = 0.777f;
private const float ALPHA = 0.00129f;
private float phase = 0f;
void FixedUpdate()
{
phase += HULYA_FREQ * Time.fixedDeltaTime * 2f * Mathf.PI;
float modulatedDelta = Time.fixedDeltaTime
* (1f + ALPHA * Mathf.Sin(phase));
// Use modulatedDelta for all physics calculations
Physics.simulationTimestep = modulatedDelta;
}
/// <summary>
/// Average over one Zeqond to recover unmodulated time.
/// </summary>
public float GetZeqondAverage(float value)
{
return value; // Modulation integrates to zero over 0.777s
}
}
Unreal Engine — C++ (UHulyaSync)
#include "HulyaSync.h"
const float UHulyaSync::HULYA_FREQ = 1.287f;
const float UHulyaSync::ZEQOND = 0.777f;
const float UHulyaSync::ALPHA = 0.00129f;
void UHulyaSync::TickComponent(float DeltaTime,
ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
Phase += HULYA_FREQ * DeltaTime * 2.0f * PI;
float ModulatedDelta = DeltaTime
* (1.0f + ALPHA * FMath::Sin(Phase));
// Override world delta for synchronized physics
GetWorld()->DeltaTimeSeconds = ModulatedDelta;
}
Godot — GDScript
extends Node
const HULYA_FREQ := 1.287
const ZEQOND := 0.777
const ALPHA := 0.00129
var phase := 0.0
func _physics_process(delta: float) -> void:
phase += HULYA_FREQ * delta * TAU
var modulated_delta := delta * (1.0 + ALPHA * sin(phase))
# Use modulated_delta for physics calculations
Engine.physics_ticks_per_second = roundi(1.0 / modulated_delta)
Web Engine Integrations
| Engine | Hook Point | Sync Method |
|---|---|---|
| Three.js | requestAnimationFrame loop | Replace clock delta with Zeqond-modulated delta |
| Matter.js | Engine.update(engine, delta) | Pass modulated delta to physics step |
| Cannon.js | world.step(fixedTimeStep) | Replace fixedTimeStep with modulated step |
| p5.js | draw() loop | Override deltaTime global |
| D3.js | transition.duration() | Scale durations by Zeqond factor |
| Plotly.js | Plotly.animate() frame timing | Lock frame intervals to HulyaPulse period |
Three.js — Animation Loop Synced to 1.287 Hz
import * as THREE from 'three';
const HULYA_FREQ = 1.287;
const ALPHA = 0.00129;
const TWO_PI = Math.PI * 2;
const clock = new THREE.Clock();
let phase = 0;
function animate() {
requestAnimationFrame(animate);
const rawDelta = clock.getDelta();
phase += HULYA_FREQ * rawDelta * TWO_PI;
// Zeqond-synchronized delta
const delta = rawDelta * (1 + ALPHA * Math.sin(phase));
// Update scene with synchronized time
mixer.update(delta); // Animation mixer
physics.step(delta); // Physics world
renderer.render(scene, cam); // Render
}
animate();
Matter.js — Physics Step Sync
const HULYA_FREQ = 1.287;
const ALPHA = 0.00129;
let phase = 0;
function gameLoop(timestamp) {
const rawDelta = (timestamp - lastTimestamp) / 1000;
lastTimestamp = timestamp;
phase += HULYA_FREQ * rawDelta * Math.PI * 2;
const delta = rawDelta * (1 + ALPHA * Math.sin(phase));
Matter.Engine.update(engine, delta * 1000);
requestAnimationFrame(gameLoop);
}
Benefits
| Benefit | Description |
|---|---|
| Deterministic cross-platform physics | Same initial conditions produce same results on any system |
| Synchronized multi-player state | All clients share the same phase-locked timebase |
| Reproducible simulations | Re-running a simulation with the same seed and time offset produces identical output |
| Engine-agnostic | The same HulyaPulse frequency works in Unity, Unreal, Godot, and all web frameworks |
| Zero time-average distortion | Averaging over one Zeqond (0.777 s) recovers the unmodulated result exactly |
MCP Integration
Zeq OS exposes itself as an MCP (Model Context Protocol) tool, allowing AI systems to invoke the framework's 1,576 operators directly. Zeq MI (port 3080) uses this integration to give conversational AI access to Mathematical Intelligence.
The MCP interface provides:
- Operator invocation — call any of the 1,576 operators by name with typed parameters
- Domain detection — route natural language queries through the
Dfunction - KO42 synchronization — all MCP calls are automatically tensioned
- Result verification — precision guarantees apply to MCP responses the same as SDK calls
AI systems connected via MCP benefit from the full MI pipeline (MI(Q) = LLM . F . D(Q)) without needing to implement any framework logic themselves. The Zeq OS MCP server handles domain detection, operator selection, tensioning, and verification transparently.
Further Reading
- Metric Tensioners — KO42 specification and the Zeq Equation
- Mathematical Intelligence — the MI pipeline that powers all integrations
- Core Concepts — foundational framework architecture
- API Gateway — full operator catalog