Wiki Schema

Domain

本 wiki 用于长期整理和维护 ZoOL 的 AI Agent / 企业 AI 助手研究资料,重点覆盖:

  • AI Agent 框架、架构模式与工程实践
  • OpenClaw、Hermes Agent、MCP、memory-core、QMD 等相关系统
  • 企业级 AI 助手、IM 集成、权限审计、定时任务与技能执行
  • RAG / 知识库 / 长期记忆系统
  • 开源 agent 平台、国内企业部署方案、PoC 选型与对比
  • Bevy / Rust 游戏开发、ECS 架构、2D/3D 游戏工程实践与 ZoOL 的 Bevy 项目资料

Conventions

  • File names: lowercase, hyphens, no spaces, e.g. openclaw.md, agent-memory.md
  • Every wiki page starts with YAML frontmatter
  • Use [[wikilinks]] to link between pages; target minimum: 2 outbound links per page when enough related pages exist
  • When updating a page, always bump the updated date
  • Every new page must be added to index.md under the correct section
  • Every action must be appended to log.md
  • Raw sources under raw/ are immutable; corrections and synthesis go in wiki pages, not in raw source files
  • Provenance markers: on pages synthesizing 3+ sources, append ^[raw/articles/source-file.md] at the end of paragraphs whose claims come from a specific source

Frontmatter

---
title: Page Title
created: YYYY-MM-DD
updated: YYYY-MM-DD
type: entity | concept | comparison | query | summary
tags: [from taxonomy below]
sources: [raw/articles/source-name.md]
confidence: high | medium | low        # optional but recommended for fast-moving claims
contested: true                        # optional; set when unresolved contradictions exist
contradictions: [other-page-slug]      # optional
---

Raw Source Frontmatter

Raw sources also get frontmatter so re-ingests can detect drift:

---
source_url: https://example.com/article
ingested: YYYY-MM-DD
sha256: <hex digest of the raw content body>
---

Compute sha256 over the body only, excluding the frontmatter.

Tag Taxonomy

Domain / Topic

  • agent
  • ai
  • multi-agent
  • architecture
  • enterprise-ai
  • im-integration
  • workflow
  • automation
  • knowledge-base
  • memory
  • rag
  • mcp
  • llmops
  • evaluation
  • security
  • governance
  • game-development
  • rust
  • crate
  • ecs
  • rendering
  • pbr # Physically Based Rendering / PBR 材质与渲染
  • gameplay
  • bevy
  • patterns # 软件设计模式
  • algorithm # 算法
  • data-structure # 数据结构
  • graph # 图
  • best-practices # 最佳实践
  • feature-flags # 功能开关/特性标志
  • knowledge-graph # 知识关联/图谱
  • coordinates # 坐标系
  • transform # 变换系统
  • camera # 相机系统与投影
  • perspective # 视角与视点设计
  • pixel-art # 像素艺术风格与像素画
  • isometric # 等距/俯视视角
  • viewport # 视口
  • ndc # 归一化设备坐标
  • space-conversion # 空间转换
  • generational-indices # 分代索引
  • aba-problem # ABA 问题
  • plugins # 插件
  • templates # 模版
  • ecosystem # 生态系统
  • third-party # 第三方
  • game-dev # 游戏开发实战
  • terrain # 地形设计与生成
  • level-design # 关卡设计原理
  • tilemap # 瓦片地图系统
  • procedural-generation # 程序化生成
  • encounter # 战斗遭遇设计
  • arpg # 动作角色扮演游戏 (Action RPG)
  • roguelike # 肉鸽/ Roguelike 设计
  • combat-design # 战斗系统设计
  • navigation # 导航系统与寻路
  • pathfinding # 寻路算法
  • navmesh # 导航网格
  • collision-avoidance # 碰撞规避
  • build-system # 角色 Build / 构筑系统
  • narrative-design # 叙事与世界观设计
  • market-analysis # 游戏市场与商业分析
  • arena # 战斗空间/竞技场设计
  • biome # 生态区域/环境群落
  • culture-kit # 文化套件/环境叙事资产集
  • open-world # 开放世界结构
  • camera-aware # 相机感知设计
  • puzzle # 拼图/益智游戏
  • jigsaw # 拼图
  • tutorial-series # 教程系列
  • state-management # 状态管理
  • states # 状态机
  • finite-state-machine # 有限状态机
  • time # 时间系统
  • timing # 时间控制
  • fps # 帧率
  • real-time # 真实时间
  • virtual-time # 虚拟时间
  • fixed-time # 固定时间
  • version-notes # 版本笔记
  • migration # 升级迁移/版本迁移
  • release # 发布
  • tutorial # 教程
  • deep-dive # 深度解析
  • version-review # 版本速览
  • project-note # 项目笔记
  • tool-review # 工具评测
  • concept-explanation # 概念讲解
  • entity-index # 实体索引
  • system # 系统页面
  • page # 方法论/跨项目页面
  • summary # 总结
  • query # 查询结果
  • methodology # 方法论
  • coordination # 协作
  • building # 构建
  • coding # 编码
  • research # 研究
  • writing # 写作
  • blog # 博客
  • project # 项目空间
  • agent-rules # Agent 规则
  • content-publishing # 内容发布
  • decisions # 决策
  • decision-making # 决策方法与选型
  • tasks # 任务
  • outputs # 输出
  • dashboard # 仪表盘
  • routing # 路由
  • anti-contamination # 防污染
  • skill-registry # 技能注册表
  • profile-roles # Profile 角色
  • user-profile # 用户画像
  • weekly-review # 周复盘
  • agent-log # Agent 日志
  • log # 日志

Systems / Products / Projects

  • openclaw
  • hermes-agent
  • memory-core
  • qmd
  • open-source
  • product
  • framework
  • game-engine
  • bevy-project

Content Type / Meta

  • comparison
  • timeline
  • roadmap
  • release-notes
  • controversy
  • prediction
  • poc
  • implementation
  • research-note

People / Organizations

  • person

  • game-design # 游戏设计理论与方法论

  • skill-system # 技能系统设计

  • equipment # 装备系统

  • itemization # 物品化设计

  • loot # 战利品/掉落系统

  • crafting # 打造/合成系统

  • combat-system # 战斗系统

  • character-system # 角色系统

  • character-design # 角色设计

  • art-style # 艺术风格

  • stylized-realism # 风格化写实主义

  • voxel # 体素渲染与体素世界

  • meshing # 网格化算法与体素网格生成

  • shader # 着色器与材质编程

  • ui # UI 系统与用户界面

  • outline # 物体描边/轮廓渲染

  • post-processing # 后处理效果

  • shadow # 阴影渲染与阴影映射

  • path-tracing # 路径追踪 / 光线追踪渲染

  • global-illumination # 全局光照

  • lod # Level of Detail / 细节层次

  • gpu # GPU 渲染与 GPU 驱动管线

  • optimization # 性能优化

  • interaction-design # 交互设计

  • messaging # 消息系统与通信模式

  • events # 事件系统与事件驱动架构

  • observers # Observer 视察者模式与回调触发

  • deferred-execution # 延迟执行与命令缓冲队列

  • scene # 场景系统

  • text # 文本渲染与排版

  • library # 程序库与工具库

  • bsn # Bevy Scene Notation

  • notation # 标记/记法系统

  • unity # Unity 引擎

  • ue4 # Unreal Engine 4/5

  • archive # 归档内容

  • macos # macOS 平台与生态

  • dev-tools # 开发工具与终端/编辑器

  • diagnostics # 诊断覆盖层/性能诊断 (FPS, frame_time, dev overlay)

Rule: every tag on a page must appear in this taxonomy. Add new tags here before using them.

Page Types

TypeLocationDescription
entityentities/Notable projects, products, companies, frameworks, tools, models. One page each.
conceptconcepts/Cross-cutting topics and domain knowledge (e.g., Bevy ECS patterns).
comparisoncomparisons/Side-by-side analyses of two or more entities/concepts.
queryqueries/Substantial query results worth preserving.
pagepages/Cross-project reusable methodology (how we work, not what we know).
projectprojects/Active project workspaces with context, tasks, decisions.
systemsystem/Global coordination and infrastructure (dashboard, skill-registry, memory-routing, user-profile).
rawraw/Immutable source files.
assetsassets/Images, diagrams, screenshots and other non-text assets.
archivearchive/Inactive, expired, or abandoned content. Move here before deleting.

Page Thresholds

  • Add to an existing page when a source mentions something already covered
  • Do not create a page for passing mentions, minor details, or topics outside the domain
  • Split a page when it exceeds ~200 lines
  • Archive superseded pages under archive/ and remove them from index.md

Entity Pages

One page per notable entity: project, product, company, framework, protocol, tool, or model.

Recommended sections:

  • Overview / what it is
  • Key facts and dates
  • Architecture or implementation notes, if applicable
  • Relationships to other entities via [[wikilinks]]
  • Source references

Concept Pages

One page per concept or topic.

Recommended sections:

  • Definition / explanation
  • Why it matters for ZoOL’s agent / enterprise AI / Bevy game-development work
  • Current state of knowledge
  • Open questions or debates
  • Related concepts via [[wikilinks]]

Comparison Pages

Side-by-side analyses.

Recommended sections:

  • What is being compared and why
  • Dimensions of comparison, preferably table format
  • Verdict / synthesis
  • Sources

Query Pages

Save only substantial query results that would be painful to re-derive.

Recommended sections:

  • Question
  • Short answer
  • Evidence and reasoning
  • Related pages
  • Follow-up tasks or open questions

Update Policy

When new information conflicts with existing content:

  1. Check dates; newer sources may supersede older ones
  2. If genuinely contradictory, note both positions with dates and sources
  3. Mark the contradiction in frontmatter with contested: true and/or contradictions:
  4. Flag it for user review in lint reports

Quality Policy

  • Use confidence: low for weak, speculative, single-source, or fast-moving claims
  • Use confidence: medium for plausible claims from one strong source or multiple partial sources
  • Use confidence: high only when claims are stable and supported by multiple good sources
  • Prefer concise, scannable pages over long essays
  • Preserve original sources in raw/; synthesize in entities/, concepts/, comparisons/, and queries/