DAI 3.0 · STEP-BY-STEP
Particles & Visual FX
Create reusable particles and visual effect events while keeping gameplay state authoritative.
What you are building
Primary path:
Create reusable particles and visual effect events while keeping gameplay state authoritative.
data/<namespace>/dai_particles/Create reusable particles and visual effect events while keeping gameplay state authoritative.
Step-by-step
- Define reusable particle identityCreate one registered particle/profile.
- Trigger from server eventsEmit only when the actual gameplay event succeeds.
- Budget densityStart sparse; increase only after checking frame-time during combat.
- Layer intentionallyUse one effect for telegraph, one for impact and one for aftermath rather than constant noise.
- 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.