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
updateddate - Every new page must be added to
index.mdunder 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
| Type | Location | Description |
|---|---|---|
| entity | entities/ | Notable projects, products, companies, frameworks, tools, models. One page each. |
| concept | concepts/ | Cross-cutting topics and domain knowledge (e.g., Bevy ECS patterns). |
| comparison | comparisons/ | Side-by-side analyses of two or more entities/concepts. |
| query | queries/ | Substantial query results worth preserving. |
| page | pages/ | Cross-project reusable methodology (how we work, not what we know). |
| project | projects/ | Active project workspaces with context, tasks, decisions. |
| system | system/ | Global coordination and infrastructure (dashboard, skill-registry, memory-routing, user-profile). |
| raw | raw/ | Immutable source files. |
| assets | assets/ | Images, diagrams, screenshots and other non-text assets. |
| archive | archive/ | 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 fromindex.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:
- Check dates; newer sources may supersede older ones
- If genuinely contradictory, note both positions with dates and sources
- Mark the contradiction in frontmatter with
contested: trueand/orcontradictions: - Flag it for user review in lint reports
Quality Policy
- Use
confidence: lowfor weak, speculative, single-source, or fast-moving claims - Use
confidence: mediumfor plausible claims from one strong source or multiple partial sources - Use
confidence: highonly when claims are stable and supported by multiple good sources - Prefer concise, scannable pages over long essays
- Preserve original sources in
raw/; synthesize inentities/,concepts/,comparisons/, andqueries/