Decisions_and_Impulses-3.7.jar
Curse Maven Snippet
What's new
DAI Engine 3.7
Version 3.7 introduces the first major implementation of the DAI JSON Animation system, allowing externally-authored animation data to be interpreted and played directly inside Minecraft.
JSON Animation Support
Added support for JSON animation files produced through the ERAS Animation Designer.
Added DAI-side animation parsing and playback so designed animation sequences can be used directly in-game.
Added compatibility for using JSON animations as:
- cutscenes
- intro sequences
- scripted visual events
- UI/overlay animation sequences
- pack-specific cinematic content
Animation data can now be integrated into DAI experiences without requiring every animation to be recreated manually in Java.
Cutscene Implementation
- Added support for displaying JSON-driven animated sequences over the player's game view.
- Established the foundation for full-screen and overlay-style cinematic presentation.
- Added support needed for packs to trigger animation sequences during gameplay events.
- Designed the animation layer so packs such as Musashi Story can use custom animated introductions when a world is created.
- Improved separation between animation content and the pack logic that triggers it.
ERAS → DAI Workflow
DAI 3.7 establishes a direct content pipeline:
ERAS Animation Designer
→ JSON Animation
→ DAI Animation Parser
→ DAI Runtime
→ In-Game Animation / Cutscene
This allows animations to be authored visually through ERAS and then consumed by DAI rather than requiring custom rendering code for each sequence.
Pack-Level Animation Integration
JSON animations can now become reusable pack assets.
Packs can supply their own animation definitions rather than depending on hardcoded engine cinematics.
Provides a foundation for animated:
- story introductions
- transitions
- mission sequences
- tutorials
- title sequences
- scripted scenes
- custom interface elements
Runtime Improvements
- Animation playback is now handled as part of the DAI runtime rather than as isolated pack-specific behavior.
- Improved the engine's ability to coordinate scripted visual events with gameplay.
- Created a reusable foundation for future animation timing, sequencing, triggers, and cinematic controls.
Condition / Action System Improvements
- Continued improvements to the underlying DAI condition and action execution architecture.
- Condition groups can reuse a single captured Minecraft-state context during evaluation.
- Centralized comparison and negation handling improves consistency for conditional actions.
- Expanded internal diagnostics for invalid or unsupported condition operations.
DAI 3.7 Direction
3.7 moves DAI beyond simply loading JSON-defined gameplay logic.
DAI can now begin treating animation itself as data.
Instead of a pack needing custom Java rendering code for every cinematic sequence, creators can design the animation externally, include its JSON definition with the experience, and allow DAI to interpret and play it in Minecraft.
This creates the foundation for much more cinematic DAI experiences while keeping the actual content portable, editable, and pack-controlled.
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