feellab-mcp 0.1.0__tar.gz

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+ __pycache__/
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+ *.pyc
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+ dist/
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+ .venv/
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+ # Changelog
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+
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+ ## 0.1.0
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+
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+ The first release, built for ToangTown (2026-10-15).
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+
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+ * **The checklist:** 82 interactions of a first-person shooter in ten groups (shooting, hitting, getting hit,
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+ movement, the world, enemies, explosions, the sound mix, the screen, smoothness), each with what the player should
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+ get; 23 measured from a timeline, the rest left for a person with what to look for.
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+ * **The timeline contract** (`feellab-timeline/1`, docs/TIMELINE.md): the camera every frame and every event (input,
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+ shot, sound, effect, decal, impact, marker, damage dealt and taken, camera, screen, debug) with its time.
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+ * **26 metrics** over 11 standard scenes: latency, sound-to-picture sync, kick and its recovery, shake and its fall
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+ with distance, presence of every answer, footstep cadence, head bob, frame hitches. Each rule names its source or
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+ is marked an estimate.
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+ * **Verdicts, a report and gate rows** in Weapon Lab's row format.
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+ * **An example:** timelines of two made-up games, one with every answer and one bare prototype.
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+ MIT License
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+
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+ Copyright (c) 2026 Khoa Hoang
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
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+ Metadata-Version: 2.5
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+ Name: feellab-mcp
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+ Version: 0.1.0
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+ Summary: An MCP server that checks how a first-person shooter feels: an 82-item checklist of every interaction, a timeline contract any game's probe can write, and measures of latency, kick, shake, presence and smoothness.
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+ Project-URL: Homepage, https://github.com/hpdkhoa/feellab-mcp
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+ Project-URL: Issues, https://github.com/hpdkhoa/feellab-mcp/issues
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+ Author: Khoa Hoang
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+ License-Expression: MIT
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+ License-File: LICENSE
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+ Keywords: fps,game-development,game-feel,juice,mcp,testing
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+ Classifier: Development Status :: 3 - Alpha
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+ Classifier: Intended Audience :: Developers
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+ Classifier: Programming Language :: Python :: 3
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+ Classifier: Topic :: Games/Entertainment
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+ Classifier: Topic :: Software Development :: Testing
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+ Requires-Python: >=3.10
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+ Requires-Dist: mcp<3,>=2.0
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+ Description-Content-Type: text/markdown
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+
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+ <h1 align="center">Feel Lab</h1>
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+
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+ <!-- mcp-name: io.github.hpdkhoa/feellab-mcp -->
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+
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+ <p align="center"><strong>An FPS feel checklist, measured: every interaction a player has, checked from what the game really did.</strong></p>
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+
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+ <p align="center">
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+ <a href="LICENSE"><img alt="license: MIT" src="https://img.shields.io/badge/license-MIT-blue"></a>
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+ <a href="pyproject.toml"><img alt="Python 3.10+" src="https://img.shields.io/badge/Python-3.10%2B-3776ab?logo=python&logoColor=white"></a>
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+ <a href="https://pypi.org/project/feellab-mcp/"><img alt="PyPI: feellab-mcp" src="https://img.shields.io/pypi/v/feellab-mcp?label=PyPI&logo=pypi&logoColor=white&color=3775a9"></a>
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+ <a href="https://registry.modelcontextprotocol.io/v0/servers?search=feellab-mcp"><img alt="MCP Registry: feellab-mcp" src="https://img.shields.io/badge/MCP%20Registry-feellab--mcp-6f42c1"></a>
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+ <a href="#the-checklist"><img alt="checklist: 82 interactions" src="https://img.shields.io/badge/checklist-82%20interactions-orange"></a>
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+ <a href="#tools"><img alt="tools: 6" src="https://img.shields.io/badge/tools-6-orange"></a>
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+ <a href="docs/TIMELINE.md"><img alt="timeline contract: v1" src="https://img.shields.io/badge/timeline%20contract-v1-orange"></a>
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+ </p>
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+
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+ Game feel is what a player feels between pressing a key and seeing the world answer. A shot should flash, sound and
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+ kick on the same frame; a round striking a wall should throw dust, make a sound and leave a hole; a hit taken should
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+ jerk the view and show where it came from; a blast nearby should shake the screen more than one far away. When one
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+ answer is missing or late, the game feels floaty or cheap, and nobody can say why.
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+
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+ Feel Lab turns that into checks. Your game's probe plays standard scenes and writes a **timeline**: the camera every
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+ frame, and every sound, effect, mark and damage event with its time. Feel Lab measures latency, kick, shake,
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+ presence, match and smoothness from it, and judges each item of an 82-item checklist. It never runs your game: any
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+ engine can write the timeline ([docs/TIMELINE.md](docs/TIMELINE.md)).
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+
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+ ## The checklist
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+
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+ | Group | Items | Measured from a timeline |
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+ |---|---|---|
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+ | A. Shooting (your own gun) | 19 | 9 |
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+ | B. Hitting (your bullets land) | 15 | 6 |
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+ | C. Getting hit (damage taken) | 9 | 4 |
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+ | D. Movement and the body | 11 | 2 |
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+ | E. Interacting with the world | 7 | 0 |
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+ | F. Enemies (zombies) | 5 | 0 |
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+ | G. Explosions, fire and the world | 5 | 1 |
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+ | H. Sound mix | 4 | 0 |
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+ | I. Screen and comfort | 4 | 0 |
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+ | J. Smoothness (feel breaks when the frame does) | 3 | 1 |
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+
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+ Items no timeline can show (a colour-blind option, a reload cancel's timing) are left for a person, with what to
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+ look for. `feellab checklist` prints them all.
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+
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+ ## What it measures
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+
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+ | Measure | Example |
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+ |---|---|
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+ | Latency | the shot's flash and sound on the shot's frame; the hit marker within 50 ms of the hit |
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+ | Sync | the shot's sound within 45 ms of its flash (ITU-R BT.1359) |
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+ | Kick | the camera turns at least 0.3 degrees on a burst and settles within 0.6 s |
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+ | Shake | a blast 5 m away shakes the view; one 50 m away at least 3 times less |
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+ | Presence | every impact has an effect, a sound and a mark; every round fired ejects a case |
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+ | Rhythm | footsteps at walking cadence (about 100 steps a minute and up); the head bobs |
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+ | Smoothness | no frame twice the median length round a shot or a blast |
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+
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+ Every rule names its source. A range from game practice rather than evidence is marked as an estimate.
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+
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+ ## Try it
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+
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+ ```bash
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+ pip install feellab-mcp
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+ feellab demo demo
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+ feellab judge demo
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+ ```
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+
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+ The demo writes timelines for two made-up games: "Juicy" passes every measured item; "Bare" (a debug dot where a
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+ round lands, no shake, silent steps) fails 17.
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+
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+ ## Use it in your game
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+
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+ 1. Have your probe play the scenes in `src/feellab/data/scenes.json` and write one timeline each
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+ ([docs/TIMELINE.md](docs/TIMELINE.md)). Wrap the calls that start sounds and effects so each is recorded with its
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+ time; note the moments with no sound or effect of their own (a shot, an impact, a hit marker, damage, a flinch).
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+ 2. Record a camera frame before the scene's cause (a shot, a hit, a blast): kick and flinch are measured from it.
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+ 3. Tag what you can (`"tags": ["muzzle"]`). Where your asset names do not say what a sound or effect is for, put a
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+ `feel_rules.json` beside the timelines: `{"dry": "slidelock"}` tells Feel Lab that a sound named after a slide lock
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+ is the click of an empty gun.
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+ 4. `feellab judge <folder>`, or `gate_rows` for a gate.
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+
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+ The first game to use it (ToangTown) found 52 failing cases on four guns: a debug dot where a round lands, no shake
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+ anywhere, no blood, no footsteps, a climb that never comes back, a stall on the first shot.
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+
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+ ## Tools
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+
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+ | Tool | What it does |
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+ |---|---|
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+ | `list_checklist` | The checklist by group: what the player should get, measured or for a person. |
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+ | `list_scenes` | The standard scenes a probe plays. |
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+ | `list_metrics` | Every metric: scene, unit, rule and source. |
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+ | `check_timeline` | A timeline file against the contract. |
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+ | `judge_folder` | A folder of timelines judged: each item's values and verdict, and a Markdown report. |
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+ | `gate_rows` | The metrics as rows for a gate (Weapon Lab's row format). |
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+
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+ ```json
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+ {"mcpServers": {"feellab": {"command": "feellab-mcp"}}}
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+ ```
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+
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+ `FEELLAB_OUT` is the only folder Feel Lab writes to (its reports); `~/.feellab` by default.
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+
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+ ## Where it came from
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+
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+ Feel Lab was built for ToangTown, an Unreal 5.8 co-op zombie FPS, next to Weapon Lab
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+ ([weaponlab-mcp](https://github.com/hpdkhoa/weaponlab-mcp)), whose Gate can judge Feel Lab's rows as cases.
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+
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+ ## License
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+
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+ MIT
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+ # Publishing Feel Lab
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+
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+ The MCP Registry accepts the listing only after the PyPI package is live, and checks that the README on PyPI carries
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+ `mcp-name: io.github.hpdkhoa/feellab-mcp` (README.md holds it as an HTML comment).
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+
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+ 1. **GitHub:** push `main` to https://github.com/hpdkhoa/feellab-mcp and tag the release (`git tag v0.1.0`,
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+ `git push --tags`).
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+ 2. **PyPI**, with your token from your password manager (never in a file):
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+
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+ python -m pip install build twine
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+ python -m build
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+ python -m twine check dist/*
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+ python -m twine upload dist/*
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+
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+ 3. **The MCP Registry**, in this folder: `mcp-publisher login github`, then `mcp-publisher publish`.
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+
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+ Each release: `python -m pytest tests` (set nothing else needed), raise the
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+ version in `pyproject.toml`, `src/feellab/__init__.py` and `server.json` (both fields), add it to CHANGELOG.md.
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+ <h1 align="center">Feel Lab</h1>
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+
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+ <!-- mcp-name: io.github.hpdkhoa/feellab-mcp -->
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+
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+ <p align="center"><strong>An FPS feel checklist, measured: every interaction a player has, checked from what the game really did.</strong></p>
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+
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+ <p align="center">
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+ <a href="LICENSE"><img alt="license: MIT" src="https://img.shields.io/badge/license-MIT-blue"></a>
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+ <a href="pyproject.toml"><img alt="Python 3.10+" src="https://img.shields.io/badge/Python-3.10%2B-3776ab?logo=python&logoColor=white"></a>
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+ <a href="https://pypi.org/project/feellab-mcp/"><img alt="PyPI: feellab-mcp" src="https://img.shields.io/pypi/v/feellab-mcp?label=PyPI&logo=pypi&logoColor=white&color=3775a9"></a>
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+ <a href="https://registry.modelcontextprotocol.io/v0/servers?search=feellab-mcp"><img alt="MCP Registry: feellab-mcp" src="https://img.shields.io/badge/MCP%20Registry-feellab--mcp-6f42c1"></a>
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+ <a href="#the-checklist"><img alt="checklist: 82 interactions" src="https://img.shields.io/badge/checklist-82%20interactions-orange"></a>
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+ <a href="#tools"><img alt="tools: 6" src="https://img.shields.io/badge/tools-6-orange"></a>
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+ <a href="docs/TIMELINE.md"><img alt="timeline contract: v1" src="https://img.shields.io/badge/timeline%20contract-v1-orange"></a>
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+ </p>
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+
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+ Game feel is what a player feels between pressing a key and seeing the world answer. A shot should flash, sound and
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+ kick on the same frame; a round striking a wall should throw dust, make a sound and leave a hole; a hit taken should
19
+ jerk the view and show where it came from; a blast nearby should shake the screen more than one far away. When one
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+ answer is missing or late, the game feels floaty or cheap, and nobody can say why.
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+
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+ Feel Lab turns that into checks. Your game's probe plays standard scenes and writes a **timeline**: the camera every
23
+ frame, and every sound, effect, mark and damage event with its time. Feel Lab measures latency, kick, shake,
24
+ presence, match and smoothness from it, and judges each item of an 82-item checklist. It never runs your game: any
25
+ engine can write the timeline ([docs/TIMELINE.md](docs/TIMELINE.md)).
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+
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+ ## The checklist
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+
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+ | Group | Items | Measured from a timeline |
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+ |---|---|---|
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+ | A. Shooting (your own gun) | 19 | 9 |
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+ | B. Hitting (your bullets land) | 15 | 6 |
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+ | C. Getting hit (damage taken) | 9 | 4 |
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+ | D. Movement and the body | 11 | 2 |
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+ | E. Interacting with the world | 7 | 0 |
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+ | F. Enemies (zombies) | 5 | 0 |
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+ | G. Explosions, fire and the world | 5 | 1 |
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+ | H. Sound mix | 4 | 0 |
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+ | I. Screen and comfort | 4 | 0 |
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+ | J. Smoothness (feel breaks when the frame does) | 3 | 1 |
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+
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+ Items no timeline can show (a colour-blind option, a reload cancel's timing) are left for a person, with what to
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+ look for. `feellab checklist` prints them all.
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+
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+ ## What it measures
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+
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+ | Measure | Example |
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+ |---|---|
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+ | Latency | the shot's flash and sound on the shot's frame; the hit marker within 50 ms of the hit |
50
+ | Sync | the shot's sound within 45 ms of its flash (ITU-R BT.1359) |
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+ | Kick | the camera turns at least 0.3 degrees on a burst and settles within 0.6 s |
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+ | Shake | a blast 5 m away shakes the view; one 50 m away at least 3 times less |
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+ | Presence | every impact has an effect, a sound and a mark; every round fired ejects a case |
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+ | Rhythm | footsteps at walking cadence (about 100 steps a minute and up); the head bobs |
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+ | Smoothness | no frame twice the median length round a shot or a blast |
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+
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+ Every rule names its source. A range from game practice rather than evidence is marked as an estimate.
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+
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+ ## Try it
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+
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+ ```bash
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+ pip install feellab-mcp
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+ feellab demo demo
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+ feellab judge demo
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+ ```
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+
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+ The demo writes timelines for two made-up games: "Juicy" passes every measured item; "Bare" (a debug dot where a
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+ round lands, no shake, silent steps) fails 17.
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+
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+ ## Use it in your game
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+
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+ 1. Have your probe play the scenes in `src/feellab/data/scenes.json` and write one timeline each
73
+ ([docs/TIMELINE.md](docs/TIMELINE.md)). Wrap the calls that start sounds and effects so each is recorded with its
74
+ time; note the moments with no sound or effect of their own (a shot, an impact, a hit marker, damage, a flinch).
75
+ 2. Record a camera frame before the scene's cause (a shot, a hit, a blast): kick and flinch are measured from it.
76
+ 3. Tag what you can (`"tags": ["muzzle"]`). Where your asset names do not say what a sound or effect is for, put a
77
+ `feel_rules.json` beside the timelines: `{"dry": "slidelock"}` tells Feel Lab that a sound named after a slide lock
78
+ is the click of an empty gun.
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+ 4. `feellab judge <folder>`, or `gate_rows` for a gate.
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+
81
+ The first game to use it (ToangTown) found 52 failing cases on four guns: a debug dot where a round lands, no shake
82
+ anywhere, no blood, no footsteps, a climb that never comes back, a stall on the first shot.
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+
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+ ## Tools
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+
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+ | Tool | What it does |
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+ |---|---|
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+ | `list_checklist` | The checklist by group: what the player should get, measured or for a person. |
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+ | `list_scenes` | The standard scenes a probe plays. |
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+ | `list_metrics` | Every metric: scene, unit, rule and source. |
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+ | `check_timeline` | A timeline file against the contract. |
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+ | `judge_folder` | A folder of timelines judged: each item's values and verdict, and a Markdown report. |
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+ | `gate_rows` | The metrics as rows for a gate (Weapon Lab's row format). |
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+
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+ ```json
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+ {"mcpServers": {"feellab": {"command": "feellab-mcp"}}}
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+ ```
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+
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+ `FEELLAB_OUT` is the only folder Feel Lab writes to (its reports); `~/.feellab` by default.
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+
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+ ## Where it came from
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+
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+ Feel Lab was built for ToangTown, an Unreal 5.8 co-op zombie FPS, next to Weapon Lab
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+ ([weaponlab-mcp](https://github.com/hpdkhoa/weaponlab-mcp)), whose Gate can judge Feel Lab's rows as cases.
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+
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+ ## License
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+
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+ MIT
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+ # The timeline contract (feellab-timeline/1)
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+
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+ measure. A timeline is one JSON file a scene:
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+
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+ {"contract": "feellab-timeline/1",
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+ "scene": "fire_wall", which standard scene this is (scenes.json), or the game's own name
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+ "subject": "Rifle_M4", the weapon (or whatever the scene is about)
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+ "params": {"distance_m": 5}, the scene's settings as the probe ran it
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+ "frames": [{"t": 0.0, "dt": 16.6, seconds from the scene's start; the frame's length in ms
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+ "cam": [x, y, z, pitch, yaw, roll, fov]}], the player's camera in the world (cm, degrees)
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+ "events": [{"t": 0.21, "kind": "sound", "name": "sfx_wpn_ar_fire_01", "at": [x, y, z], "value": 1.0, "tags": ["shot"]}]}
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+
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+ Event kinds (a probe reports the ones it has; Feel Lab judges what it gets):
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+ input the probe pressed something (name: fire, reload, jump, ...)
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+ shot a round left the gun (value: rounds; tags: calibre)
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+ sound a sound started (name: the asset; value: volume; tags: what it is for, when the game knows)
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+ fx a visual effect started (name: the asset; tags: muzzle, shell, impact, blood, explosion, tracer, ...)
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+ decal a mark was left on a surface (tags: the surface)
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+ impact a round met the world or a body (tags: the surface or "flesh"; value: the damage)
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+ marker a hit marker was shown (tags: hit, kill, headshot)
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+ damage_dealt the player's hit landed (value: the damage; tags: headshot, kill)
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+ damage_taken the player was hurt (value: the damage; at: where the hit came from)
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+ camera a camera effect started (name: shake, flinch, kick; value: its size)
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+ ui a screen effect started or changed (name: damage_indicator, blood_overlay, low_health, ...)
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+ debug something drawn for developers only (a debug point where an impact should be)
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+ Positions in cm, the world's axes; time in seconds from the scene's start.
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+
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+ ## Files
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+
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+ One file a scene: `<subject>_<scene>_timeline.json`. `feellab check <file>` checks one. `src/feellab/data/scenes.json` lists the standard scenes and what each asks the probe to do.
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+ """Writes example timelines for two made-up games (feellab.demo): python examples/demo_timelines.py <folder>"""
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+ import sys
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+ from pathlib import Path
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+
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+ sys.path.insert(0, str(Path(__file__).resolve().parents[1] / "src"))
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+ from feellab.demo import game # noqa: E402
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+
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+ if __name__ == "__main__":
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+ out = sys.argv[1] if len(sys.argv) > 1 else "demo_timelines"
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+ game(out, "Juicy", True)
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+ game(out, "Bare", False)
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+ print("written to", out)
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+ [build-system]
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+ requires = ["hatchling>=1.24"]
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+ build-backend = "hatchling.build"
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+
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+ [project]
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+ name = "feellab-mcp"
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+ version = "0.1.0"
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+ description = "An MCP server that checks how a first-person shooter feels: an 82-item checklist of every interaction, a timeline contract any game's probe can write, and measures of latency, kick, shake, presence and smoothness."
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+ readme = "README.md"
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+ license = "MIT"
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+ license-files = ["LICENSE"]
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+ authors = [{ name = "Khoa Hoang" }]
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+ requires-python = ">=3.10"
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+ keywords = ["mcp", "game-feel", "fps", "game-development", "testing", "juice"]
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+ classifiers = [
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+ "Development Status :: 3 - Alpha",
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+ "Intended Audience :: Developers",
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+ "Programming Language :: Python :: 3",
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+ "Topic :: Games/Entertainment",
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+ "Topic :: Software Development :: Testing",
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+ ]
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+ dependencies = ["mcp>=2.0,<3"]
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+
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+ [project.urls]
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+ Homepage = "https://github.com/hpdkhoa/feellab-mcp"
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+ Issues = "https://github.com/hpdkhoa/feellab-mcp/issues"
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+
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+ [project.scripts]
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+ feellab-mcp = "feellab.server:main"
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+ feellab = "feellab.__main__:main"
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+
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+ [tool.hatch.build.targets.wheel]
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+ packages = ["src/feellab"]
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+ {
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+ "$schema": "https://static.modelcontextprotocol.io/schemas/2025-12-11/server.schema.json",
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+ "name": "io.github.hpdkhoa/feellab-mcp",
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+ "title": "Feel Lab",
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+ "description": "An FPS feel checklist, measured from a timeline any game's probe can write",
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+ "version": "0.1.0",
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+ "repository": {
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+ "url": "https://github.com/hpdkhoa/feellab-mcp",
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+ "source": "github"
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+ },
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+ "packages": [
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+ {
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+ "registryType": "pypi",
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+ "identifier": "feellab-mcp",
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+ "version": "0.1.0",
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+ "transport": {
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+ "type": "stdio"
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+ },
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+ "environmentVariables": [
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+ {
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+ "name": "FEELLAB_OUT",
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+ "description": "The only folder Feel Lab writes to (its reports); defaults to ~/.feellab",
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+ "isRequired": false
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+ }
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+ ]
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+ }
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+ ]
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+ }
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+ """Feel Lab: an FPS feel checklist, measured. Every interaction a player has with a first-person shooter (a shot, a
2
+ hit, a hit taken, a step) and what they should get from it; a timeline contract any game's probe can write; measures
3
+ of latency, kick, shake, presence, match and smoothness from it; verdicts and rows a gate can judge."""
4
+ __version__ = "0.1.0"
@@ -0,0 +1,46 @@
1
+ """feellab <command>
2
+ serve the MCP server (also: feellab-mcp)
3
+ checklist [group] the checklist
4
+ judge <folder> [subject] judge a folder of timelines (prints the report)
5
+ check <timeline.json> a timeline against the contract
6
+ demo <folder> example timelines of two made-up games"""
7
+ import json
8
+ import sys
9
+
10
+
11
+ def main(argv=None):
12
+ a = list(sys.argv[1:] if argv is None else argv)
13
+ if not a or a[0] in ("-h", "--help"):
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+ print(__doc__)
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+ return 0
16
+ if a[0] == "serve":
17
+ from .server import main as serve
18
+ serve()
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+ return 0
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+ from . import evaluate as E, timeline as T
21
+ if a[0] == "checklist":
22
+ c = E.checklist()
23
+ for i in c["items"]:
24
+ if len(a) < 2 or i["group"] == a[1]:
25
+ print("%-4s %-8s %s: %s" % (i["id"], i["check"], i["name"], i["expect"]))
26
+ return 0
27
+ if a[0] == "judge":
28
+ for s, tls in E.load_folder(a[1], a[2] if len(a) > 2 else None).items():
29
+ print(E.report_md(s, E.judge(tls)))
30
+ return 0
31
+ if a[0] == "demo":
32
+ from .demo import game
33
+ game(a[1], "Juicy", True)
34
+ game(a[1], "Bare", False)
35
+ print("written to", a[1])
36
+ return 0
37
+ if a[0] == "check":
38
+ from pathlib import Path
39
+ bad = T.check(json.loads(Path(a[1]).read_text(encoding="utf-8-sig")))
40
+ print(json.dumps({"ok": not bad, "problems": bad}, indent=1))
41
+ return 0 if not bad else 1
42
+ raise SystemExit(__doc__)
43
+
44
+
45
+ if __name__ == "__main__":
46
+ sys.exit(main())
@@ -0,0 +1,12 @@
1
+ """Where Feel Lab keeps its data (the checklist, the scenes) and writes its reports (FEELLAB_OUT, ~/.feellab)."""
2
+ import os
3
+ from pathlib import Path
4
+
5
+ PACKAGE = Path(__file__).resolve().parent
6
+ DATA = PACKAGE / "data"
7
+
8
+
9
+ def out(*parts):
10
+ p = Path(os.environ.get("FEELLAB_OUT") or Path.home() / ".feellab").joinpath(*parts)
11
+ p.mkdir(parents=True, exist_ok=True)
12
+ return p