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Ebitengine MCP Server

MCP Server

Integrate Ebitengine games with Model Context Protocol for debugging and recording

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Updated Sep 17, 2025

About

The Ebitengine MCP Server provides a stdio-based Model Context Protocol interface that wraps your Go game to capture logs, errors, and frame recordings. It enables editors like VS Code, Cursor, and Windsurf to debug and analyze Ebitengine games seamlessly.

Capabilities

Resources
Access data sources
Tools
Execute functions
Prompts
Pre-built templates
Sampling
AI model interactions

Ebitengine MCP in action

Ebitengine MCP Server – Bridging Go Games and AI Assistants

The Ebitengine MCP server solves a common pain point for developers building interactive games with the Ebitengine framework: how to expose real‑time game state, logs, and debugging hooks to an AI assistant without intrusive instrumentation. By wrapping the call with a lightweight decorator, the server captures build logs, runtime errors, and even a configurable snapshot of frames. These artifacts are then surfaced to the AI client through the Model Context Protocol, enabling agents to reason about gameplay mechanics, diagnose rendering glitches, or suggest optimizations in natural language.

At its core, the server offers a toolset that is both simple and powerful. The “All” tool aggregates build output and crash reports, giving the AI a holistic view of the development cycle. The “Record” tool lets users capture a sequence of frames with a user‑defined delay, effectively turning the game into a visual debugging session that an assistant can analyze. Special cases such as are automatically handled, while unsupported layouts are clearly flagged, keeping the workflow predictable.

Developers benefit from seamless integration with popular editors and AI platforms. Whether you’re using Cursor, Windsurf, or VS Code with the MCP plugin, the server can be launched via a single configuration entry. The architecture is deliberately lightweight: an editor runs a stdio MCP server, which orchestrates the game build and passes flags to the embedded decorator. Once a tool is invoked, the server collects logs, forwards them through a reverse connection, and enriches the response with contextual data before returning it to the AI client. This pattern keeps the server alive only as long as needed, reducing resource overhead.

Real‑world use cases abound. A game designer can ask the AI to “debug this flickering sprite” and receive a frame capture plus error logs instantly. A performance engineer might request “measure FPS over the last 60 seconds” and obtain a concise report. Even non‑technical stakeholders can query “what’s causing this lag spike?” and get an explanation grounded in actual frame data. By turning the game into a first‑class AI‑accessible resource, Ebitengine MCP unlocks iterative design cycles that were previously manual and error‑prone.

Unique advantages include its reverse‑connection approach for tool execution, which keeps the game process isolated while still delivering rich telemetry. The server’s support matrix covers a wide range of editors and AI clients, ensuring that teams can adopt the solution without changing their existing workflow. Additionally, the ability to capture a configurable number of frames with millisecond precision gives developers fine‑grained control over visual debugging—a feature rarely found in generic AI toolchains.