LabscoMCP early access ↗
sedyhMCP SERVER

Ebitengine MCP

Let your agent see your Ebitengine game running — frames, logs and errors.

by sedyh ↗3D, CAD & Game EnginesCommunity

LABSCO SUMMARY

The editor builds and runs the game; the decorator answers from inside it.

The server assembles your project and passes flags on launch that the embedded decorator picks up — the decorator executes the tool request and replies over a reverse connection, then closes. That is why an answer arrives with the application's own logs attached: the server appends them before handing the result back.

What it is

A Go MCP server that builds and launches your Ebitengine game, then captures what it does: frames from the running game plus build, launch and runtime output.

What you get

  • Frames captured from the running game — N frames with a delay of M milliseconds between them
  • Build and launch logs captured alongside the frames
  • Application errors surfaced with the run rather than lost in a terminal you closed
  • A one-line change on your side: wrap the game with mcp.Wrap(NewGame()) inside ebiten.RunGame

Requirements

Go. Add the package with go get github.com/sedyh/ebitengine-mcp@v1.1.0, wrap your game, and register the server as go run github.com/sedyh/ebitengine-mcp/cmd/server@v1.1.0. DrawFinalScreen is supported; LayoutF is not.

Setup effort

One command — go run github.com/sedyh/ebitengine-mcp/cmd/server@v1.1.0