Doloro GDK 22 .1.0 Beta
by Tauri Interactive
Main points

Following article will help you to get understanding of development and execution processes for AI entities.

Brain component

The component that provides execution logic. The component receives DAIProject assets as executive sources and executes internal logic graph at runtime along with its logic pipeline.

Read more: Brain component


Actions & Orders difference

From a box DAI Core provides you with two core types of logical nodes that can be used within the pipeline logical graph.

Node type Purpose
Action Final state entity that implements some logic. The purpose of certain implementation limited only with your vision of how the node should affect \ reflect the world \ virtual memory \ internal logic.
Order An Action (derived class) that has children Actions and defines they call logic in some specific way. Usually return result that reflects combined state of entire child nodes.

Assemblies

The entire modules and entities of the AI always separated on two assemblies.

Assembly Purpose
Runtime Source that will be used in the built game. Must exclude entire debug \ tracking operation that will slow down an AI.
Editor Editor part that provides entities with editors, logs, tracking data and debug flags. Exits only on development stage at the Unity's editor and excludes from the built.

The rules strictly go for every part of the GDK starting editor tools and finishing Action and Order implementations.