start dev guide
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README.md
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README.md
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@ -26,9 +26,6 @@ captivate and engage players' imaginations.
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- [Contributing](#contributing)
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- [Support and Community](#support-and-community)
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- [License](#license)
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- [TODOs](#todos)
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- [Things That Are Bad](#things-that-are-bad)
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- [Things That Are Good](#things-that-are-good)
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## Features
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@ -145,11 +142,6 @@ world, influencing the behavior of the language models.
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For a detailed guide on how to use TaleWeave AI, customize adventures, and integrate with Discord and web browsers,
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please refer to our [Documentation](./docs). This guide includes comprehensive instructions on:
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- **Setting up your first adventure:** Learn how to create and launch your own story.
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- **Customizing characters:** Instructions on how to personalize AI and human characters.
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- **Advanced features:** Explore the more complex functionalities of TaleWeave AI, like AI behavior tweaking and
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interactive scenario creation.
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## Contributing
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TaleWeave AI is a community-driven project, and we welcome contributions of all kinds. If you're interested in improving
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@ -163,23 +155,3 @@ developers. Click here to join: [TaleWeave AI Discord Community](#)
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## License
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TaleWeave AI is released under the MIT License. See the [LICENSE](./LICENSE) file for more details.
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## TODOs
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- figure out the human input syntax for actions
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- make an admin panel in web UI
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- store long-term memory for actors in a vector DB (RAG and all that)
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- generate and simulate should probably be async
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### Things That Are Bad
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1. Why are the `generate` and `simulate` functions not async?
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1. Because I had written them before I realized they should be
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2. Why is the web client in Typescript and React?
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1. Because I have a template for that and it was easy to set up
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### Things That Are Good
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1. The system is largely event-driven
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2. Each server or bot has its own thread (for error handling)
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3. Remote players can be implemented with any client, since they use a queue
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# Dev Guide
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## Contents
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- [Dev Guide](#dev-guide)
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- [Contents](#contents)
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- [Configuration](#configuration)
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- [Why so many configuration sources?](#why-so-many-configuration-sources)
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- [Engine Notes](#engine-notes)
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- [FAQ](#faq)
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- [TODOs](#todos)
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## Configuration
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Configuration is provided through the `.env` file and command-line arguments. The `--config` argument loads
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additional configuration from a YAML or JSON file.
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### Why so many configuration sources?
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- The `.env` file contains secrets and service configuration that may need to change as part of the deployment
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- This includes the Discord bot token and the Comfy and Ollama server URLs
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- The command line arguments contain runtime configuration that may change with each run
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- This includes the world save file and world prompt
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- The `--config` file contains configuration that is too verbose or complex for the other two
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- This includes the checkpoints and sizes to be used for image generation
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## Engine Notes
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- The system is largely event-driven
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- Each server or bot has its own thread (for error handling)
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- Remote players can be implemented with any client, since they use a queue
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## FAQ
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1. Why are the `generate` and `simulate` functions not async?
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- Because I had written them before I realized they should be
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2. Why is the web client in Typescript and React?
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- Because I have a template for that and it was easy to set up
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3. Why does the web client use MUI?
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- Same as #2, it was easy to set up and use
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4. Will the messages by localized?
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- Localization is a planned feature, but planned features should not be included in the readme
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## TODOs
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- figure out the human input syntax for actions
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- make an admin panel in web UI
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- store long-term memory for actors in a vector DB (RAG and all that)
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- generate and simulate should probably be async
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