DAI 3.0 · STEP-BY-STEP

Particles & Visual FX

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

Build from scratchTest in MinecraftMultiplayer-safe by designDAI 3.0

What you are building

Primary path: data/<namespace>/dai_particles/
Create reusable particles and visual effect events while keeping gameplay state authoritative.

Step-by-step

  1. Define reusable particle identityCreate one registered particle/profile.
  2. Trigger from server eventsEmit only when the actual gameplay event succeeds.
  3. Budget densityStart sparse; increase only after checking frame-time during combat.
  4. Layer intentionallyUse one effect for telegraph, one for impact and one for aftermath rather than constant noise.
  5. Test multiplayer visibilityVerify the right players receive the effect and distant players are not spammed.

Definition of done

  • The feature still works after save/reload.
  • Server state is authoritative; presentation mirrors it.
  • Invalid input cannot duplicate rewards or bypass costs.
  • Two players can use the system without sharing unintended temporary state.
  • Any optional resource pack can be disabled without breaking datapack logic.

Next integration

Once this feature works alone, connect it to a complete loop instead of adding more isolated content. Use the complete-game tracks to see where it belongs in ACMS, Space Between Blocks, MineTrigger or Hollow Spiral.