@gripforgeai/mcp 0.1.2 → 0.1.9

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package/README.md CHANGED
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  # @gripforgeai/mcp
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- Attach weapons & props to rigged characters — from Claude Code, Cursor or any
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- MCP client. Thin client for the [GripForge](https://gripforge.ai) API.
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+ The tools your AI needs to make your games.
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- ## Install (Claude Code)
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+ Thin MCP client for the [GripForge](https://gripforge.ai) API — attach, Library, kits, HUD, VFX — from Cursor, Windsurf, VS Code or any MCP client.
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- ```bash
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- claude mcp add gripforge -e GRIPFORGE_API_KEY=gf_... -- npx -y @gripforgeai/mcp
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+ ## Hosted endpoint (zero install)
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+
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+ No Node required — point any remote-capable MCP client at:
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+
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+ ```
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+ https://gripforge.ai/mcp
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+ ```
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+
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+ Auth: `x-api-key: gf_...` header (or `Authorization: Bearer`). Assets are passed
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+ as **URLs** (`character_url`, `prop_url`) — Tripo/Meshy download links work
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+ directly.
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+
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+ ```jsonc
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+ // Cursor (.cursor/mcp.json)
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+ {
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+ "mcpServers": {
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+ "gripforge": {
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+ "url": "https://gripforge.ai/mcp",
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+ "headers": { "x-api-key": "gf_..." }
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+ }
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+ }
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+ }
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  ```
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- Or in `.mcp.json`:
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+ ## Example
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+
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+ > "Attach this sword to my knight, right hand, then export the armed GLB."
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+
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+ The agent calls `gripforge_attach` with the two asset URLs (or local paths with
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+ the npm package); GripForge finds the hand bone, scales the prop to the
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+ character's hand, closes the fist around the grip and returns the bind JSON,
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+ ready-to-paste Three.js / Unity / Godot snippets, and optionally the armed GLB.
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+
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+ To forge a character **from a picture** (not from a text prompt), pass
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+ `concept_item` (a Library `lib_…` T-pose/concept), or with the npm package a
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+ local `path` / `file_url`. That is Meshy image-to-3D. Without those fields the
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+ tool is text-to-3D only.
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+
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+ ## Install (any MCP client)
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+
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+ Add the server to your client's MCP config (`.mcp.json`, `mcp.json`, settings — the shape is the same everywhere):
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  ```json
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  {
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  }
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  ```
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- Get a free API key at https://gripforge.ai/login — the free plan includes **3 API/MCP attaches per month** to try it out (plus 15 in the web Studio). Paid plans from €29/mo for production use.
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+ Get an API key at https://gripforge.ai/login — Free: 15 Studio attaches + **3 API/MCP trial attaches / month**. Credit packs from €29 (100 credits, never expire).
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  ## Install (Grok)
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@@ -50,12 +85,162 @@ Also works with Cursor, Windsurf and any MCP-compatible client — same
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  ## Tools
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- - `gripforge_attach` — character + prop in, bone-local bind + Three.js / Unity /
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+ Hosted HTTP MCP (`https://gripforge.ai/mcp`) is always current. This npm package
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+ writes files into the repo (`out_dir`), including `gripforge_hud`,
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+ `gripforge_hud_bar` and `gripforge_cape`. Hosted-only: `gripforge_make_seamless`.
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+ Full list: https://gripforge.ai/mcp-docs
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+
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+ - `gripforge_style_kit` — resolve "Devil May Cry like" / "genshin" to locker ids
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+ already tagged with that look. **Call this before generating.** Reuse the ids.
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+ - `gripforge_generate_character` — new T-pose + auto-rig into Library (10 credits).
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+ `kind=enemy` or the word "enemy" in the prompt. Skip this if style_kit already
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+ returned a character.
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+ - `gripforge_boss` — playable boss kit (stats, phases, attacks, arena, engine snippets).
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+ 0 credits. Reuses a locker enemy. `generate=true` forges a new kind=enemy (10 credits).
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+ Then `gripforge_animate` with the returned archetype.
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+ - `gripforge_concept_correct` — concept image → strict T-pose sheet (1 credit).
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+ - `gripforge_attach` — character + prop (paths or Library ids) in, bone-local bind + Three.js / Unity /
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  Godot snippets out. Styles: melee, gun, shield, staff (scythe/polearm).
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- With `export_glb: true` (+ `out_dir`) it also writes `attached.glb`: the
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+ `attach_id` reuses an armed bind as the character; `prop_id_2` / `prop_path_2` attaches a second
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+ held item (off-hand). With `export_glb: true` (+ `out_dir`) it also writes `attached.glb`: the
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  character with the fist closed and the prop attached, textures preserved —
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  use this for mitten-hand rigs, whose closed fist cannot travel in a JSON bind.
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+ - `gripforge_loadout` — multi-weapon character in one call (sets + manifest + clips). 1 credit / prop.
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+ - `gripforge_generate_weapon` — Meshy weapon GLB into Library (kind=weapon, polycount, style=melee|gun). 10 credits. Not generate_character.
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+ - `gripforge_hud` — survivor HUD kit (`hud.json` + PNGs + `.tscn` + snippets). Writes `out_dir` (default `./gripforge-hud`). 1 credit.
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+ - `gripforge_hud_bar` — original themed health-bar frame+fill PNGs. Writes `out_dir`. 2 credits.
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+ - `gripforge_cape` — cape bone grid + skinned `attached_cape.glb` + Godot/Three snippets. Writes `out_dir` (default `./gripforge-cape`). 1 credit.
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  - `gripforge_formats` — supported formats & options.
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+ - `gripforge_library_list` / `get` / `push` / `pull` / `tag` — the Library locker.
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+ `kind=animation|audio` is valid. `pull` writes the mesh **and VFX sidecars** (`tex0..png/json`)
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+ into the open repo (`out_dir`, default `./gripforge-library`).
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+ Saving a bind after attach is not a second credit.
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+ - `gripforge_audio_kit` — locker SFX + music for a game look. Free.
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+ - `gripforge_animate` — clip pack onto a Mixamo Library char (archetype sword/claws/heavy/brawler/puppet). 0 credits.
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+ - `gripforge_retarget` — clip from skeleton A onto skeleton B.
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+ - `gripforge_rest_pose` — arms-down rest computed against this mesh (weapons stay on an armed bind).
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+ - `gripforge_render` — server PNG preview so the agent can see without a browser.
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+ - `gripforge_scene_kit` — locker props + suggested layout for a game look.
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+ - `gripforge_light_kit` / `gripforge_font` / `gripforge_navmesh` — lights+fog, webfont+ranks, walkable AABB. 0 credits.
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+ - `gripforge_input_kit` — FPS InputMap (WASD + arrows). Write input.json, autoload GfInput.
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+ Optional `third_person: true` adds portable character-facing JavaScript and a
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+ Three.js integration example; the existing input map is unchanged. 0 credits.
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+ - `gripforge_viewmodel_kit` — CS-style FPS arms + gun under Camera3D/Hold. Write viewmodel.json + gf_viewmodel.gd. 0 credits.
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+ - `gripforge_loading_page` — overlay html/css/js + Godot/Unity/Unreal. Pass `character_id` for a 16:9 still (1 credit).
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+ - `gripforge_level` — playable room graph from a prompt. 0 credits.
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+ - `gripforge_map_plan` — top-down FPS/bomb map (spawns, sites A/B, lanes, walls). Preview: https://gripforge.ai/map-plan?prompt=dust2. 0 credits.
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+ - `gripforge_map_wires` — sagging electrical spans (2 anchors + sag), not a cable mesh. Pair with map_plan. 0 credits.
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+ - `gripforge_map_look` — still → camera + dressing ids (shot21a A-site). LINK only, never Meshy image-to-3d. 0 credits.
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+ - `gripforge_map_reconstruct` — collect → graph → greybox → zone → camera match → dress. Dust II Valve IP: greybox benchmark only, no BSP. stage=dress = original textures + props + wires. 0 credits.
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+ - `gripforge_hitbox` — body capsules + `weapons[]` from a bind or loadout.
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+ - `gripforge_texture_prep` — local path or `texture_id` → seamless blend + faithful
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+ lanczos upscale (1×/2×/4×, max 1024 or 2048). Writes the PNG into `out_dir` and
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+ returns the Library albedo URL. Not a generator. No credit.
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+ - `gripforge_vfx_generate` — use `preset` set to `slash-trail`, `slash-steel`, `slash-fire`, `slash-ice` or `slash-nature` alone for a ready-to-play recipe without AI; otherwise text/image to an editable animated VFX specification (admin keys). Accepts `prompt`, `visual_style`, and either a base64 `image_data` or an owned Library `image_id`.
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+ - `gripforge_vfx` / `gripforge_vfx_preview` — save/export and sample VFX (admin keys). Pass generated `emitters` and `generation` along with the effect parameters to preserve the generated result.
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+ - `gripforge_shaders` — list the authorized shader catalog (`{ id, name, engines }`). Search `q=slash_reveal`.
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+ - `gripforge_shader_pull` — `id` + `engine` (`godot`|`unity`|`three`) + `out_dir` →
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+ write sources into the repo and return an assignment snippet. **v1 pull is free**.
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+ - `gripforge_performance` — analyze measured game FPS, frame timing, CPU/render
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+ submission, optional GPU timing and network latency. Retrieve an explicitly
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+ shared workspace capture or provide a report directly. 0 credits.
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+
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+ ### Game Kits (modular)
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+ Composable gameplay kits (`vehicle.driveable`, `mission.objectives`, `npc.wanted`…)
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+ installed into a Game Kit project (`gkp_…`) with dependency resolution, a lockfile
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+ and a browser play URL, then delivered into Godot, Unity or Unreal projects. All 0 credits
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+ except the first delivery of a kit major version to an engine (1 credit per workspace).
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+ Full parameters: https://gripforge.ai/mcp-docs
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+
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+ - `gripforge_gamekit_search` — **start here**: search the catalogue by text, capability, tag or target; with `project_id` each hit carries its install state.
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+ - `gripforge_gamekit_get` — manifest, README, config schema + defaults, versions of one kit (`with_usage` lists the projects using it).
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+ - `gripforge_gamekit_install` — add a kit to a project; manifest dependencies are resolved automatically (`dry_run` to preview).
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+ - `gripforge_gamekit_remove` — uninstall a kit (`force` past `kit_in_use`, `prune` orphaned dependencies).
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+ - `gripforge_gamekit_configure` — merge config values or toggle `enabled` without uninstalling.
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+ - `gripforge_gamekit_dependencies` — dependency graph of a project, or the manifest tree of a catalogue kit.
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+ - `gripforge_gamekit_update` — update plan (dry-run) or `apply=true` to write the lockfile and run migrations; omit `id` for all kits.
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+ - `gripforge_gamekit_deliver` — plan (`dry_run`) then bundle of engine files for `godot` / `unity` / `unreal` (`web` is native); write `bundle.files` following `plan.actions`.
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+ - `gripforge_gamekit_deliver_local` (this npm client only) — same delivery straight into `project_dir`: hashes `gripforge/**`, reads the lock, executes the actions with backups in `gripforge/.backup/<plan id>/`, `verify=true` runs Godot headless when `GODOT_BIN` is set.
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+ - `gripforge_gamekit_rollback_local` (this npm client only) — restore the backups of the last delivery and put the previous lock back.
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+ - `gripforge_game_capabilities` — what the project provides, what is missing for a goal and which kits fill each gap.
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+ - `gripforge_game_project` — `action=list|create|get|bind|data|delete` on projects (bindings slot → `lib_…`, data collections, `confirm=true` to delete).
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+ - `gripforge_game_play_url` — browser play URL of the project's current revision (`{ url, absolute }`).
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+ ## Character facing for third-person games
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+ Call `gripforge_input_kit` with `{ "prompt": "third person", "third_person": true }`.
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+ Save the returned `third_person.source_js` as `character-facing.js`; it exports:
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+
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+ ```js
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+ // Keep this object for the lifetime of one character.
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+ const facingState = { velocity: 0, targetYaw: currentYaw };
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+ updateCharacterFacing(currentYaw, {
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+ moveX, moveZ, lookYaw, aiming, firing, building
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+ }, dtSeconds, facingState)
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+ ```
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+
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+ Pass world-space movement with **-Z forward**, angles in radians and elapsed time
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+ in seconds. Free movement turns the character toward its travel direction;
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+ standing still finishes the last turn and retains that heading. Aiming, firing
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+ or building turns it toward `lookYaw`. Turning follows the shortest arc with
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+ bounded angular speed and acceleration, retaining continuous analog directions.
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+ Elapsed time is capped at 0.1 seconds after a long pause. The optional state adds
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+ smooth acceleration and braking; older three-argument calls still work with a
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+ speed cap. Reset the state after a teleport or character replacement.
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+
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+ The returned `usage_three` rotates an outer avatar group, preserving the imported
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+ model's quaternion and keeping camera control independent. This helper supplies
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+ orientation only. Keep your existing movement, physics, collision, camera and
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+ network systems. Omitting `third_person`, or setting it to `false`, returns the
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+ existing input kit without the additional section. The option is available in
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+ the hosted MCP and this source checkout; it is not in published npm `0.1.5`.
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+ ## Performance diagnostics
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+ `gripforge_performance` is included in this source checkout and the hosted MCP.
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+ The published npm `0.1.5` package does not include it. Use the hosted endpoint
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+ above, or build this checkout with `pnpm --filter @gripforgeai/mcp build` and
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+ configure your MCP client to run `node` with the absolute path to
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+ `packages/mcp-client/dist/server.js`. Deploying the website does not update an
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+ installed npm package.
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+ To retrieve the latest capture explicitly shared from a game in the API key's
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+ workspace:
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+
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+ ```json
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+ { "kit_id": "lib_your_kit_id" }
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+ ```
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+ Omit `kit_id` to use that workspace's latest capture. If none is available, the
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+ tool asks for a capture or a report; it does not manufacture measurements.
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+ Alternatively, provide copied diagnostic JSON:
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+
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+ ```json
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+ {
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+ "report": {
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+ "game": "Eclat Royale",
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+ "viewport": { "width": 1920, "height": 1080 },
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+ "samples": [
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+ { "fps": 32, "frameMs": 31.25, "p95Ms": 48, "cpuMs": 12, "submitMs": 7, "networkMs": 65 },
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+ { "fps": 34, "frameMs": 29.41, "p95Ms": 43, "cpuMs": 11, "submitMs": 6, "networkMs": 70 },
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+ { "fps": 31, "frameMs": 32.26, "p95Ms": 50, "cpuMs": 13, "submitMs": 8, "networkMs": 62 }
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+ ]
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+ }
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+ }
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+ ```
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+ These example values illustrate the format. Supply measurements from the affected
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+ game session. A report accepts 1–120 samples and each sample needs `fps` or
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+ `frameMs`. Optional fields are `pixelRatio`, `quality`, `level`, `gpuMs`,
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+ `drawCalls`, `triangles` and `snapshotAgeMs`, as well as the timing fields above.
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+ The tool strips unrecognized report fields before sending the report to
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+ GripForge. Explicit reports use analysis mode and are not saved as captures.
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+
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+ Results separate measured findings from recommendations. Renderer submission is
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+ CPU/driver time already included in `cpuMs`; `gpuMs` is meaningful only when
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+ actually measured. This tool does not control a browser, change game settings,
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+ publish code or automatically fix a game.
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  ## Env
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