DAI
UNIVERSE
One framework. Entirely different worlds.
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, data screens, interactive overlays, raw/custom input, persistent block state, automation, world generation and custom content.
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.
The shared game-engine layer underneath the entire ecosystem.
DAI 3.9 MAIN // RPGClayGroundsCustom RPG world, classes, enemies, articulated rigs and authored progression.
ENTER WORLD → MAIN // COMBATMineTriggerTrigger combat training with Trion, roles, weapons, radar, stealth and mobility.
ENTER WORLD → MAIN // SURVIVALHollow SpiralAn endless six-direction survival dungeon with permanent procedural rooms.
ENTER WORLD → MAIN // DUNGEONAutoCraft MineShaftA ten-floor procedural dungeon campaign built entirely as a DAI experience.
ENTER WORLD → MAIN // VIRTUAL PETTamaCraftiPersistent pet care, farming, home building, custom UI and owned saves.
ENTER WORLD → ADDON // COMBATDamage IndicatorsReusable floating combat numbers that stack into other DAI worlds.
STACKABLE → ADDON // HUDSurvival InterfaceScreen-space target name, health and range presentation.
STACKABLE → ADDON // FXComic EffectsReaction-driven comic overlays, layered sprites and animated hits.
STACKABLE → ADDON // AUTOMATIONDAI-Fun SurvivalReusable gathering, harvesting, hunting and combat automation.
STACKABLE → MAIN // SAMURAI RPGMusashi StoryAuthored feudal-Japanese RPG with custom enemies, skills, provinces and DAI directional blade combat.
ENTER WORLD → ADDON // TIMEEcho TimeTime-control abilities and visual effects built as a reusable DAI system.
STACKABLE → MAIN // SPACE RPGSpace Between BlocksPersonal ships, shared planets, literal planetfall, modular construction, authored timelines and environmental physics.
REFERENCE EXPERIENCE →MAIN // TOWERTower of DLCA new DAI data + resource experience, now indexed across the public source, Creator and learning paths.
REFERENCE EXPERIENCE →ADDON // COMBAT INPUTKitty's DaggerA compact multi-skill weapon addon for studying input, ability routing and visible cooldown state.
STACKABLE →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.
The engine underneath the worlds.
DAI 3.9 includes the in-game Creator runtime alongside the web Creator, with runtime definitions hot-reloaded without forcing a native-registry restart where supported.
Server-authoritative controllers and dedicated runtimes let authored JSON participate in real movement, collision, environment and interaction behavior.
Planetary or gameplay-specific gravity can be authored as real state and verified from movement rather than approximated only with visual effects.
Items, blocks, entities, attributes, animations, weapons, projectiles, effects, particles and world systems share one DAI data-driven foundation.
Every DAI world pulls from the same system matrix.
Carry creation context into conversation without forcing the relationship.
Every DAI system category can open LCS with a suggested topic for exploring, testing, creating, or collaborating. LCS does not automatically post, categorize, or connect anything: the suggestion remains editable and dismissible.
Signals from DAI-powered worlds.
Gameplay showcases from complete experiences and reusable systems.
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.
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.
Datapacks can own more of the live client and persistent world state.
3.9 adds datapack keybind definitions, raw-key and mouse conditions, data-driven screens, text/button overlays with live transforms and hit testing, explicit cursor capture, open-in-game Creator actions, item Data Component mutation/query, and persistent state/inventory for JSON-owned DAI blocks.