CLAYGROUNDSRPG WORLD MINETRIGGERCOMBAT TRAINING TAMACRAFTIVIRTUAL PET HOLLOW SPIRALENDLESS SURVIVAL AUTOCRAFTDUNGEON RPG
DAI ENGINE // 3.0

DAI
UNIVERSE

One framework. Entirely different worlds.

NETWORK CORE // ONLINE
JSON-DRIVEN MINECRAFT GAME FRAMEWORK

Build worlds, systems and complete games without rebuilding the engine every time.

DAI turns datapacks, resource packs and JSON into a reusable Minecraft Java game-development layer for experiences, addons, entities, native block physics, projectiles, vehicles, portals, particles, effects, UI, reactions, automation, world generation and custom content.

DESCEND INTO NETWORK
DAI UNIVERSE // ACTIVE WORLDS

A framework that already has a universe around it.

Complete games, reusable addons, visual companions and ready-to-play distributions all share the same DAI foundation.

OPEN OFFICIAL PACK DIRECTORY →
CORE // FRAMEWORKDAI Engine

The shared game-engine layer underneath the entire ecosystem.

DAI 3.0
MAIN // RPGClayGrounds

Custom RPG world, classes, enemies, articulated rigs and authored progression.

ENTER WORLD →
MAIN // COMBATMineTrigger

Trigger combat training with Trion, roles, weapons, radar, stealth and mobility.

ENTER WORLD →
MAIN // SURVIVALHollow Spiral

An endless six-direction survival dungeon with permanent procedural rooms.

ENTER WORLD →
MAIN // DUNGEONAutoCraft MineShaft

A ten-floor procedural dungeon campaign built entirely as a DAI experience.

ENTER WORLD →
MAIN // VIRTUAL PETTamaCrafti

Persistent pet care, farming, home building, custom UI and owned saves.

ENTER WORLD →
ADDON // COMBATDamage Indicators

Reusable floating combat numbers that stack into other DAI worlds.

STACKABLE →
ADDON // HUDSurvival Interface

Screen-space target name, health and range presentation.

STACKABLE →
ADDON // FXComic Effects

Reaction-driven comic overlays, layered sprites and animated hits.

STACKABLE →
ADDON // AUTOMATIONDAI-Fun Survival

Reusable gathering, harvesting, hunting and combat automation.

STACKABLE →
MAIN // SAMURAI RPGMusashi Story

Authored feudal-Japanese RPG with custom enemies, skills, provinces and DAI directional blade combat.

ENTER WORLD →
ADDON // TIMEEcho Time

Time-control abilities and visual effects built as a reusable DAI system.

STACKABLE →
MAIN // SPACE RPGSpace Between Blocks

Personal ships, shared planets, literal planetfall, modular construction, authored timelines and environmental physics.

REFERENCE EXPERIENCE →
DAI 3.0 // BUILD IT YOURSELF

Every major system now has a step-by-step build path.

Create individual DAI content from scratch, or follow ACMS, Space Between Blocks, MineTrigger and Hollow Spiral from empty pack to playable release.

OPEN BUILD LAB →
DAI 3.0 // CURRENT SIGNAL

The engine underneath the worlds.

CREATOR RUNTIMEBuild and inspect game systems inside DAI

DAI 3.0 includes the in-game Creator runtime alongside the web Creator, with runtime definitions hot-reloaded without forcing a native-registry restart where supported.

PHYSICAL RUNTIMESVehicles, projectiles, fluids, portals and interactive volumes are gameplay systems

Server-authoritative controllers and dedicated runtimes let authored JSON participate in real movement, collision, environment and interaction behavior.

DYNAMIC GRAVITYEnvironment and entity physics can change during play

Planetary or gameplay-specific gravity can be authored as real state and verified from movement rather than approximated only with visual effects.

DATA-FIRST CONTENTNative/custom content stays registry-aware and hot-reload friendly

Items, blocks, entities, attributes, animations, weapons, projectiles, effects, particles and world systems share one DAI data-driven foundation.

SYSTEM CONSTELLATION

Every DAI world pulls from the same system matrix.

01ExperiencesMain games, owned saves, title screens and world startup.
02AddonsReusable systems that stack into games or ordinary worlds.
03EntitiesModels, animations, hitboxes, AI, identities, portals and natural spawning.
04GameplayActions, reactions, conditions, objectives, sequences and automation.
05PresentationMenus, HUDs, overlays, title screens, loading screens, branding, sprites and first-person combat rendering.
06WorldsWorld types, native biomes/dimensions, natural generation, environments and persistent state.
07ContentItems, blocks, native Data Components, Mojang registries, weapons, effects, projectiles and particles.
08DistributionMod-JAR embedded data, global datapack updates, stable identities and automatic companion enabling.
NETWORK TRANSMISSIONS

Signals from DAI-powered worlds.

Gameplay showcases from complete experiences and reusable systems.

CREATOR ACCESS

Create the next world in the DAI universe.

Use guided editors and the universal file workspace to build game logic, content, presentation and complete experiences without creating a dedicated Java mod for every mechanic.

DAI 3.0 // NATIVE RUNTIME + DISPATCH

JSON now reaches deeper into the actual game runtime.

Native blocks can emit light and own states/shapes; items/entities have lifecycle hooks; projectiles have real physics; vehicles consume player input; standalone portals/interactives own volumes; and projectiles/particles/effects/potions can be dispatched directly from ordinary action JSON.

OPEN NATIVE RUNTIME GUIDE →