DAI 3.0 · CREATE ANYTHING

Create Anything

Step-by-step DAI 3.0 guides for every major custom content, runtime, world, UI and experience system.

Build from scratchTest in MinecraftMultiplayer-safe by designDAI 3.0

One guide for every major creation surface

These are deliberately small, testable builds. Finish the relevant primitive here, then plug it into one of the complete-game tracks instead of creating disconnected demo content.

dai_itemsCustom Items

Create an item identity with vanilla fallback, custom data, name/lore, components and optional resource-pack presentation.

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dai_blocksCustom Blocks

Build native/custom blocks with states, luminance, collision/shape, interactions and lifecycle callbacks.

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dai_weaponsWeapons & Combat Items

Create server-authoritative melee/ranged weapons with costs, cooldowns, projectiles, hit rules and readable feedback.

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dai_armorArmor & Equipment

Create armor/equipment with attributes, set identity, optional abilities and resource-pack visuals.

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dai_attributesAttributes & Modifiers

Create reusable numeric gameplay state and apply native/custom attribute modifiers without permanently overwriting other systems.

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+ dai_potionsEffects & Potions

Create status effects and consumable/application definitions with clean server application/removal.

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dai_projectilesProjectiles

Create projectile physics with speed, gravity, collision, ricochet/homing/return behavior and authoritative impacts.

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dai_particlesParticles & Visual FX

Create reusable particles and visual effect events while keeping gameplay state authoritative.

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dai_entitiesNative Entities & AI

Create carrierless/native DAI entities with dimensions, stats, behavior sequences, factions, interaction and lifecycle rules.

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animations + dai_render_profilesAnimations & Render Profiles

Create reusable visual animation state and render profiles that react to real gameplay state.

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+ dai_musicSounds & Music

Create event-driven sound and music customization tied to gameplay phases and locations.

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definitionsHUD, Overlays & Game Customization

Build responsive HUD/overlay feedback driven by current state instead of static mockups.

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dai_structuresStructures & Modular Rooms

Create recognized physical structures with bounds, anchors, sockets, placement validation and repair logic.

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+ dai_biomesFeatures & Biomes

Create environmental generation/content identities and layer them into authored or generated regions.

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+ dai_recipesLoot, Recipes & Processing

Create progression rewards, crafting/processing and machine recipes that connect exploration to upgrades.

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dai_quests Currencies, Shops, Dialogues, Quests & Factions

Create social/progression systems that share stable IDs and server-owned state.

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dai_timelines Dimensions, Dimension Types, Timelines & Environments

Build custom spaces, clocks/timelines and environmental identity while keeping travel/recovery safe.

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+ dai_physicsRules, Physics & Environmental Modifiers

Create world/entity rules and environmental physics such as gravity, movement or damage scaling.

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dai_vehiclesVehicles

Build server-authoritative vehicles with actual player input, acceleration, steering, seats and safe exit behavior.

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+ dai_interactivesPortals & Interactive Volumes

Create coordinate-authored portal and interaction volumes with conditions, cooldowns and safe server outcomes.

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dai_fluidsFluids

Create authored fluid behavior and connect it to environment, damage, movement and interaction rules.

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reactionsReactions & Event-Driven Gameplay

Turn real gameplay events into deterministic server/client responses without wasteful tick polling.

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definitionsConditions, Logic Definitions, Objectives & Sequences

Compose reusable behavior from conditions/actions and use explicit phases for longer gameplay flows.

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menusMenus, Input & Keybind Gameplay

Build menus and custom-key gameplay while keeping server-side actions authoritative.

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SYSTEMRecognition & Perception

Teach DAI to identify physical structures/targets/regions so gameplay reacts to the world rather than hidden assumptions.

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SYSTEMAutomation & Autonomous Behavior

Create safe reusable automation that perceives the world, selects a target, acts and knows when to stop.

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SYSTEMExperiences, Worldgen & Title/Loading Presentation

Create a MAIN experience that owns its save bootstrap, world construction, resume path and presentation.

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scoreboardsMultiplayer State, Checkpoints & Migrations

Build save-safe progression that survives death, updates and multiple players without cross-contamination.

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<namespace>Resource Packs, Models & Vanilla Fallbacks

Create optional or required presentation layers without making visuals the hidden source of gameplay state.

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SYSTEMTesting, Performance & Packaging

Turn a working prototype into a release that survives real players, upgrades and bad timing.

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DAI_TITLE_SCREENSBranding, Title Screens & Loading Presentation

Create experience branding and loading presentation around a working bootstrap.

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Use this order for a first game

  1. Experience shellCreate the MAIN experience, safe spawn and resume path.
  2. Player stateAdd explicit per-player progression and checkpoints.
  3. One interactionItem, weapon or interactive volume proves input → server action → feedback.
  4. One environmentCreate terrain/room/world state that is physically traversable.
  5. One challengeEnemy, puzzle, resource objective or generated room.
  6. One rewardRecipe, item, module, currency or destination unlock.
  7. RecoveryDeath/rejoin/migration must return to a valid state.
  8. PresentationOnly now add custom models, HUD, title screens and high-density FX.
  9. MultiplayerTest two players at different progression states.
  10. ReleaseValidate, migrate from prior version and package.