Pinky and Game Engine Integration
This area covers the narrow bridge that lets ADK observe a game and ask it to perform approved actions.
What it is
Pinky is the planned bridge between ADK and the game engine. It would report relevant game events to the framework and ask the engine to perform approved actions.
Why it matters
The game engine owns the real players, objects, physics, and world. ADK must not pretend that an intended change happened until the engine accepts it or reports the new state. The bridge must also stay light so framework work does not make the game stutter.
A simple example
ADK may approve spawning a trader at a market. Pinky asks the game to create it. If the location is blocked or the game rejects the request, Pinky reports that result; ADK does not quietly remember an imaginary trader and begin sending customers to empty pavement.
Where it stands today
The responsibilities for observing events, following object lifecycles, applying changes, starting, recovering, and handling unsupported game features are documented. No production game bridge exists yet.