Lumichess
Chess tools: game reviews for Chess.com and Lichess, FIDE ratings, openings, positions, puzzles.
作者提供的说明(英文原文)
Drive a live Godot 4 editor: edit scenes and scripts, run and test the game, record GIFs.
这三项永远不会合并成一个分数:意见、测量和人气是不同的东西。
我们还没有为它写通俗的介绍。下面是我们从注册中心读取到的事实。
选择你使用的 AI 应用,然后复制设置。
你需要
你用的是哪个应用?
在上方选择你的应用。我们会记住它,下次按钮会显示“安装到 …”。
打开 Claude Desktop → Settings → Developer → Edit Config,把下面的内容粘贴到 claude_desktop_config.json
{
"mcpServers": {
"godot-loop": {
"command": "npx",
"args": [
"-y",
"godot-mcp-loop"
]
}
}
}在终端中运行这条命令
claude mcp add godot-loop -- npx -y godot-mcp-loop粘贴到项目中的 .cursor/mcp.json,或 ~/.cursor/mcp.json
{
"mcpServers": {
"godot-loop": {
"command": "npx",
"args": [
"-y",
"godot-mcp-loop"
]
}
}
}浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
粘贴到项目中的 .vscode/mcp.json
{
"servers": {
"godot-loop": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"godot-mcp-loop"
]
}
}
}浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
这个服务器在你的电脑上运行,而 ChatGPT 只能连接互联网上的服务器。请选择其他应用。
你的选择通过 Cookie 保存在这台设备上,无需账户。
这些设置是根据作者在注册中心的条目生成的。如果 README 的写法不同,请以 README 为准。
它在你的电脑上运行;安装后,工具列表会显示在你的 AI 应用中。
我们检查的是任何人都能看到的信息;我们没有阅读代码。不适用的检查项不计入总数。 · 检查于 2026年11月10日
注册名称已通过 GitHub 账户 AI-osho 验证,该账户拥有此仓库
我们还没有从 GitHub 读取这个仓库
我们还没有从 GitHub 读取这个仓库
它在你的电脑上运行,没有互联网端点
在你的电脑上运行,改用本地设置
它在你的电脑上运行;我们只能读取互联网端点的工具列表
与注册中心里这个分类中所有活跃的服务器比较。只有当发布者拥有该仓库时,星标数才计入。
它在 1 项适用的基础检查中通过了 1 项。我们没有阅读代码。在添加密钥或令牌之前,请先看看这个服务器要求哪些权限,并使用只具备所需权限的密钥。
注册中心没有列出必需的密钥,不过有些服务器会在首次使用时要求你登录。
它在你的电脑上运行。你的 AI 应用会在需要时启动它,数据不会经过作者的服务器(除非它自己调用在线服务)。
GitHub 仓库最后更新于–,最新版本(0.9.0)于20天前进入注册中心。
支持 MCP 的应用,例如 Claude Desktop、Claude Code、Cursor 和 VS Code。你的电脑上还需要有 Node.js。
同一分类中有:Lumichess, KILN, SEGAN
同一分类中其他作者的服务器,按星标数排序。
如何看卡片:↓ 每周下载量i★ GitHub 星标i三大支柱:评价 · 检查 · 使用情况i更新 = 最新版本发布到注册中心的时间i
Chess tools: game reviews for Chess.com and Lichess, FIDE ratings, openings, positions, puzzles.
Smooth stylised 3D game models written as text: lint, preview and build glTF and Godot scenes.
Game sound effects and music written as text: lint, listen and build WAVs and Godot resources.
按原文从作者的仓库复制。PopNx MCP 没有审查或背书其内容。HTML、图片和脚本已被移除。链接会离开本站。
Edit, run, inspect and test Godot 4 projects from an MCP client. A TypeScript MCP server and a Godot editor addon let an AI coding agent change scenes/scripts, send gameplay input, inspect live state and replay checks. Work remains in normal Godot projects and resources.
日本語 · Get started · Architecture · Samples · Sample changes
The agent chooses and calls the tools; this is not a hosted service that automatically finishes a game. Game rules, artwork, sound, level design and playtesting remain authored work. Supported edits offer preview and undo; scene saving and file-backed operations have separate behavior.
Native Godot captures from standalone projects, without the addon installed. The RPG frame is the prologue. Controls, project paths and original images.
| Sample | Game | What to inspect |
|---|---|---|
blocks | Falling Blocks | Rotation, board state and scoring |
shooter | Vertical Shooter | Movement/fire, waves and boss transitions |
action | Side-scroller | Variable jumps, platforms and collision |
rpg | Luka of the Star Sword | Dialogue, battles and state transitions |
marble-3d | Marble Run | Rolling, jumps, checkpoints and contacts |
tower-defense | 灯畑の番人 | Tower placement, pause, victory/defeat and retry |
All six run without an AI account or MCP setup. They show different uses of the same editing/observation tools; a fixture check is not a claim that an agent completed every game through ordinary play.
Use Node.js 20+ for the copy command and Godot 4.7 (tested with 4.7.2) to play. From a working folder, choose one of the six IDs above and a new/empty destination:
npx -y godot-mcp-loop@0.12.0 sample shooter ./my-shooter
godot --headless --path ./my-shooter --import godot --path ./my-shooter
For agent editing/testing, explicitly install the addon from the same selected distribution and configure your client. Play alone does not need either step. The installer supplies its actual server executable; it does not register a client or restart an existing connection for you. Full setup guide.
server/src/ exposes MCP tools, validates their input, connects to the selected project and runs scenarios.addons/mcp_loop/ edits through the Godot editor and forwards runtime requests through Godot's debugger.server/authoring/ helpers process PNGs. Original image generation uses the client's separately authorized producer.MCP client → stdio server → authenticated loopback WebSocket → Godot editor → debugger → running game
Architecture explains the two process layers, repository layout, data flow and persistence.
| Area | Use |
|---|---|
| Scene and code | Inspect/create scenes, edit nodes and GDScript, configure input and selected project settings |
| Runtime observation | Input, state queries, per-frame records, waits, physics stepping, UI audit, images and logs |
| Repeatable checks | Scenario assertions, evidence, recordings, installed GUT/GdUnit4 suites and preset-based exports |
| Artwork support | Brief/request/PNG receipts, deterministic processing, previews, change detection and standard 2D placement |
| Bounded construction | node_add_tree (since 0.12.0): one new 2D/UI subtree in an eligible empty scene, up to 64 nodes/depth 8; save separately |
| Distribution | Tools and availability |
|---|---|
| Current 0.12.0 | 49 MCP tools, including node_add_tree; six showcased games and a retained internal compatibility fixture |
| Previous 0.11.0 | 48 tools; static doctor CLI since 0.11.0; artwork tools since 0.10.0 |
Use the same selected distribution for the server and addon. Version labels alone do not prove equal contents; source checkouts can differ from published packages. doctor is a static CLI, not an MCP tool or runtime connection test. Tool reference · Artwork · Subtree construction.
All 49 tools in 0.12.0 (previous 0.11.0 has 48)
| Area | Tools |
|---|---|
| Status | godot_status, project_info, project_list, project_connect (switch projects) |
| Editor | editor_launch (finds Godot, opens the project), editor_quit |
| Scenes | scene_open, scene_create, scene_save, scene_tree |
| Nodes | node_add, node_add_tree (development: one bounded native 2D/UI subtree), node_delete, node_get, node_set |
| Scripts | script_read, script_write, script_edit, script_attach |
| Artwork production (0.10.0+) | production_plan, art_request, art_register, asset_build, asset_preview, asset_verify, asset_scene_add |
| Files & assets | file_write (YAML/JSON/text), image_write (pixel-art PNG), input_action_set, project_setting_set (main scene, viewport, stretch) |
| Undo | edit_undo |
| Run & observe | game_run, game_stop, game_query, game_ui_audit, game_in_view, game_ray, game_contacts, game_input, game_wait_for, game_set, game_call, game_pause, game_step, logs_read, screenshot |
| Build | project_export (release export from a preset into res://build/ only, no shell) |
| Judge | scenario_run (evidence folder, movie → GIF + contact sheet), test_run (GUT / GdUnit4 unit tests) |
Complete reference · Scenarios · Clients · Protocol.
node_add_tree. Dependencies are not installed automatically. C# script validation is not supported.Loopback authentication and project-path guards are not an OS sandbox. Opening, validating or running a project can execute its code/plugins. Use trusted projects and client-side approvals. Undo is not a cross-file transaction; a missing response after dispatch does not prove that nothing changed. Inspect actual state before retrying. Security model.
scripts/test-godot-unit.sh
cd server && npm ci npm run typecheck && npm test npm run build && npm run test:e2e E2E_SAMPLES=1 npm run test:e2e
Windowed Linux checks need xvfb and E2E_GAME_WINDOW=1. Source authorities and generated copies are documented in sample changes; do not edit both independently. The default platformer scene remains an internal compatibility/test fixture and is not in the showcase. Release procedure.
MIT © OSHO