Labsco
MCP SERVER

Ebitengine MCP

by sedyh

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

3D, CAD & Game Engines
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

Build from source — clone the repository and build it, then point your client at the binary