The official Spine Runtimes for the web.
Design board games with AI and turn ideas into playable digital prototypes.
Cross-platform CLI tool for AI Game Developer (Skills & MCP). Full AI develop and test loop. Efficient token usage, advanced tools. Creates Unity project, installs plugins, configures tools, and manages HTTP connection with Unity Editor and a game made wi
CLI and MCP server for driving the Unreal Engine 5 editor with AI — create and edit materials, blueprints, Niagara, PCG, StateTrees, data tables, widgets, and Enhanced Input. Single Go binary, no Python, no dependencies.
Official Playdrop CLI for publishing browser games, creator apps, and AI-generated game assets on playdrop.ai
Composable, GPU-instanced projectile system for React Three Fiber. Zero-allocation render loop. 10,000+ simultaneous bullets at 120fps.
Cross-platform CLI tool for Godot-MCP (Skills & MCP). Resolves and launches the Godot editor with MCP connection env vars, runs MCP/system tools over HTTP, probes server health, configures AI agents (Claude Code, Cursor, VS Code, …), and enables/disables
RPG Maker MV Ultimate — AI copilot (MCP) for RPG Maker MV: generate maps, edit the database and events, and understand your project — validate broken references, explain why an event never fires, critique maps, and search by meaning.
MCP server for Unity Editor integration - enables AI assistants to control Unity Editor
Enhanced MCP server for Godot game engine - closed-loop AI development with dynamic GDScript execution, scene tree query, node inspection, and more
Canonical Blit-Tech AI docs (AGENTS.md + local docs) and the blit project CLI.
Fast, zero-dependency, WebGPU-first 3D math for the Aperture engine: Float32Array-native vectors, quaternions, and matrices with fused transform fast paths.
Scaffold a new Blit-Tech game in seconds.
Sync MagicPixel pixel-art assets to your local project.
Small, strict FSM library for deterministic, replayable state machines in any TypeScript/JS app — multi-step forms, checkout funnels, auth flows, tutorials, scene flow. Pure step() lifecycle, opt-in effects, inspect, replay, and a fast-check property-base
Tiny, strict object pool for high-frequency acquire/release patterns — PixiJS sprite pools, bullet pools, particle pools, DOM node recyclers, worker job slots. Fixed-size, fail-fast on overflow, double-release detection.
Tiny 2D quadtree for per-frame rebuild collision broadphase. Insert AABBs, retrieve candidates, clear. Caller does precise hit-testing. Designed for PixiJS games with 500–10,000 active entities.
Input-driven, renderer-agnostic 2D sprite animation runtime — a tiny, Rive-like visual state machine driven by Number / Boolean / Trigger inputs. JSON transition graph, deterministic update(dt), zero runtime dependencies. Browser / Node / Bun / Deno / Web
An entity manager for JavaScript.
JavaScript gradient animation and initialization helper
A small, fast, deterministic, dependency-free Entity Component System for TypeScript.
MCP server for integrating AI assistants with the Godot Engine