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antics-mcp

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antics-mcp - npm Package Compare versions

Comparing version
0.2.3
to
0.2.4
+1
-0
dist/server.js

@@ -405,2 +405,3 @@ #!/usr/bin/env node

- Leaderboard: await room.submitScore(n)
3D GAMES: do NOT assemble primitives at page load \u2014 that is what makes a game look like a pile of boxes, and it costs startup time on every join. Model at DEV TIME with \`npm i antics-modelkit three\`, write a models module, \`npx modelkit build\` to .glb (Khronos-validated, quantised, with collider footprints in manifest.json), and ship the .glb in the files map. get_docs has the full recipe including the importmap the runtime loader needs.
After deploying under a project, call set_share_preview to brand how its room links unfurl \u2014 set the title (name), description, and image (an https URL or uploaded image bytes) \u2014 and to fill the game's public world page: write about (what the game is) and rules (how to play) for every game.

@@ -407,0 +408,0 @@ VERIFY WITHOUT A BROWSER: after deploy_game, call verify_game with the returned hash \u2014 it runs the game headlessly on the server (screenshot + live state probes via readState paths like "state.score" / "player.self.x", fast-forward with per-tick numeric traces, scripted key/pointer input, console output). Iterate on the numbers, not on screenshots: readState/trace catch bugs a final frame hides. Two-player sync check: verify_game { players: 2 } \u2014 per-page inputs: [{...}, {...}] lets both pages act.

+1
-1
{
"name": "antics-mcp",
"version": "0.2.3",
"version": "0.2.4",
"mcpName": "io.github.antics-gg/antics-mcp",

@@ -5,0 +5,0 @@ "description": "Multiplayer for your game, in one prompt \u2014 an MCP server that lets an AI agent deploy a web game to a playable multiplayer URL (rooms, state sync, leaderboards).",