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- ebitengine-mcp
Ebitengine Mcp
What is Ebitengine Mcp
ebitengine-mcp is an MCP server specifically designed for the Ebitengine framework, allowing developers to wrap their games for enhanced debugging and logging capabilities.
Use cases
Use cases include debugging games, capturing performance metrics, and logging application errors during development.
How to use
To use ebitengine-mcp, wrap your game using the provided code snippet and configure the MCP server in your mcp.json file. Run the server using the specified command.
Key features
Key features include capturing build and launch logs, capturing application errors, and recording frames with customizable delays.
Where to use
ebitengine-mcp is suitable for game development, particularly for projects utilizing the Ebitengine framework, and can be integrated with various code editors.
Clients Supporting MCP
The following are the main client software that supports the Model Context Protocol. Click the link to visit the official website for more information.
Overview
What is Ebitengine Mcp
ebitengine-mcp is an MCP server specifically designed for the Ebitengine framework, allowing developers to wrap their games for enhanced debugging and logging capabilities.
Use cases
Use cases include debugging games, capturing performance metrics, and logging application errors during development.
How to use
To use ebitengine-mcp, wrap your game using the provided code snippet and configure the MCP server in your mcp.json file. Run the server using the specified command.
Key features
Key features include capturing build and launch logs, capturing application errors, and recording frames with customizable delays.
Where to use
ebitengine-mcp is suitable for game development, particularly for projects utilizing the Ebitengine framework, and can be integrated with various code editors.
Clients Supporting MCP
The following are the main client software that supports the Model Context Protocol. Click the link to visit the official website for more information.
Content
MCP Server For Ebitengine
Just wrap your game before running it.
examples/record/main.go
if err := ebiten.RunGame(mcp.Wrap(NewGame())); err != nil {
log.Fatal(err)
}
And add this config to your mcp servers.
~/.cursor/mcp.json
{
"mcpServers": {
"ebitengine-mcp": {
"command": "go run github.com/sedyh/ebitengine-mcp/cmd/[email protected]"
}
}
}
Other editors
VS Code
~/.vscode/mcp.json
{
"servers": {
"ebitengine-mcp": {
"type": "stdio",
"command": "go",
"args": ["run", "github.com/sedyh/ebitengine-mcp/cmd/server@latest"]
}
}
}
Windsurf
~/.codeium/windsurf/mcp_config.json
{
"mcpServers": {
"ebitengine-mcp": {
"command": "go",
"args": ["run", "github.com/sedyh/ebitengine-mcp/cmd/server@latest"]
}
}
}
Ask your agent to debug something in your game, you can use example/record as an example.
Available tools
All
- Capture build and launch logs.
- Capture app errors.
Record
- Capture N frames with M delay in milliseconds.
Special cases
- ✅ DrawFinalScreen
- ❌ LayoutF
Supported plugins and editors
Feature support matrix: check tools tab.
- ✅ Cursor
- ✅ Windsurf
- ✅ VS Code
- ✅ Claude Code
- ✅ Claude Desktop
- ✅ Cline
- ✅ Emacs MCP
- ✅ Neovim MCP
- ❓ Continue
- ❓ OpenSumi
- ❓ TheiaAI
- ❓ Roo Code
- ❌ Zed
- ❌ Trae
Architecture
Your llm-based editor runs a stdio mcp server that provides various tools for working with the game in your project. The editor specifies the settings and location for running the project, and the server assembles it and passes certain flags on startup, which are picked up by the decorator embedded in the game. The decorator listens for requests to run tools, executes them, and returns a response via a reverse connection to the server, after which it closes. The server supplements the response with application logs and adapts the response to the mcp context. The server remains running as long as editor wants.
Commands
test-server, test-client
Checking the operation of a message via a reverse connection based on long polling.
test-cli, test-bin
Testing a universal builder that can run a project from anywhere outside the working directory.
server, client
Testing the work via mcp together with the entire chain of message processing.
Dev Tools Supporting MCP
The following are the main code editors that support the Model Context Protocol. Click the link to visit the official website for more information.










