spritekiln 0.1.0__tar.gz

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  1. spritekiln-0.1.0/.gitignore +24 -0
  2. spritekiln-0.1.0/LICENSE +38 -0
  3. spritekiln-0.1.0/LICENSES/CC0-1.0.txt +121 -0
  4. spritekiln-0.1.0/LICENSES/LicenseRef-Showcase.txt +18 -0
  5. spritekiln-0.1.0/LICENSES/MIT.txt +21 -0
  6. spritekiln-0.1.0/PKG-INFO +209 -0
  7. spritekiln-0.1.0/README.md +163 -0
  8. spritekiln-0.1.0/docs/agent/animation.md +71 -0
  9. spritekiln-0.1.0/docs/agent/art-direction.md +42 -0
  10. spritekiln-0.1.0/docs/agent/modeling.md +50 -0
  11. spritekiln-0.1.0/docs/agent/recipe.md +41 -0
  12. spritekiln-0.1.0/docs/agent/spec.md +204 -0
  13. spritekiln-0.1.0/docs/agent/splash-to-model.md +75 -0
  14. spritekiln-0.1.0/docs/agent/workflow.md +71 -0
  15. spritekiln-0.1.0/docs/format.md +138 -0
  16. spritekiln-0.1.0/integrations/godot/addons/pxforge/README.md +15 -0
  17. spritekiln-0.1.0/integrations/godot/addons/pxforge/icon.svg +1 -0
  18. spritekiln-0.1.0/integrations/godot/addons/pxforge/plugin.cfg +7 -0
  19. spritekiln-0.1.0/integrations/godot/addons/pxforge/plugin.gd +17 -0
  20. spritekiln-0.1.0/integrations/godot/addons/pxforge/px_sprite_2d.gd +319 -0
  21. spritekiln-0.1.0/integrations/godot/addons/spritekiln/LICENSE +21 -0
  22. spritekiln-0.1.0/integrations/godot/addons/spritekiln/README.md +28 -0
  23. spritekiln-0.1.0/integrations/godot/addons/spritekiln/icon.svg +1 -0
  24. spritekiln-0.1.0/integrations/godot/addons/spritekiln/kiln_builder.gd +118 -0
  25. spritekiln-0.1.0/integrations/godot/addons/spritekiln/kiln_sprite_2d.gd +390 -0
  26. spritekiln-0.1.0/integrations/godot/addons/spritekiln/plugin.cfg +7 -0
  27. spritekiln-0.1.0/integrations/godot/addons/spritekiln/plugin.gd +63 -0
  28. spritekiln-0.1.0/integrations/godot/assetlib/LISTING.md +26 -0
  29. spritekiln-0.1.0/integrations/godot/assetlib/icon.png +0 -0
  30. spritekiln-0.1.0/integrations/godot/assetlib/screenshot_attack.png +0 -0
  31. spritekiln-0.1.0/integrations/godot/assetlib/screenshot_walk.png +0 -0
  32. spritekiln-0.1.0/integrations/monogame/KilnLit.fx +92 -0
  33. spritekiln-0.1.0/integrations/monogame/KilnSprite.cs +295 -0
  34. spritekiln-0.1.0/integrations/unity/CHANGELOG.md +5 -0
  35. spritekiln-0.1.0/integrations/unity/CHANGELOG.md.meta +7 -0
  36. spritekiln-0.1.0/integrations/unity/Editor/Json.cs +144 -0
  37. spritekiln-0.1.0/integrations/unity/Editor/Json.cs.meta +2 -0
  38. spritekiln-0.1.0/integrations/unity/Editor/KilnImporter.cs +247 -0
  39. spritekiln-0.1.0/integrations/unity/Editor/KilnImporter.cs.meta +2 -0
  40. spritekiln-0.1.0/integrations/unity/Editor/SpriteKiln.Editor.asmdef +7 -0
  41. spritekiln-0.1.0/integrations/unity/Editor/SpriteKiln.Editor.asmdef.meta +7 -0
  42. spritekiln-0.1.0/integrations/unity/Editor.meta +8 -0
  43. spritekiln-0.1.0/integrations/unity/LICENSE.md +21 -0
  44. spritekiln-0.1.0/integrations/unity/LICENSE.md.meta +7 -0
  45. spritekiln-0.1.0/integrations/unity/README.md +56 -0
  46. spritekiln-0.1.0/integrations/unity/README.md.meta +7 -0
  47. spritekiln-0.1.0/integrations/unity/Runtime/KilnAnimator.cs +278 -0
  48. spritekiln-0.1.0/integrations/unity/Runtime/KilnAnimator.cs.meta +2 -0
  49. spritekiln-0.1.0/integrations/unity/Runtime/KilnSheet.cs +109 -0
  50. spritekiln-0.1.0/integrations/unity/Runtime/KilnSheet.cs.meta +2 -0
  51. spritekiln-0.1.0/integrations/unity/Runtime/SpriteKiln.Runtime.asmdef +6 -0
  52. spritekiln-0.1.0/integrations/unity/Runtime/SpriteKiln.Runtime.asmdef.meta +7 -0
  53. spritekiln-0.1.0/integrations/unity/Runtime.meta +8 -0
  54. spritekiln-0.1.0/integrations/unity/Samples~/Gargoyle/GargoyleDemo.cs +137 -0
  55. spritekiln-0.1.0/integrations/unity/Samples~/Gargoyle/gargula.kiln +8021 -0
  56. spritekiln-0.1.0/integrations/unity/Samples~/Gargoyle/gargula.png +0 -0
  57. spritekiln-0.1.0/integrations/unity/Samples~/Gargoyle/gargula_emissive.png +0 -0
  58. spritekiln-0.1.0/integrations/unity/Samples~/Gargoyle/gargula_normal.png +0 -0
  59. spritekiln-0.1.0/integrations/unity/package.json +32 -0
  60. spritekiln-0.1.0/integrations/unity/package.json.meta +7 -0
  61. spritekiln-0.1.0/pxforge/__init__.py +41 -0
  62. spritekiln-0.1.0/pxforge/__main__.py +4 -0
  63. spritekiln-0.1.0/pyproject.toml +121 -0
  64. spritekiln-0.1.0/specs/characters/gargula/gargula.yaml +295 -0
  65. spritekiln-0.1.0/specs/palettes/gothic.yaml +17 -0
  66. spritekiln-0.1.0/specs/palettes/props.yaml +5 -0
  67. spritekiln-0.1.0/specs/templates/humanoid.yaml +216 -0
  68. spritekiln-0.1.0/specs/templates/side_humanoid.yaml +340 -0
  69. spritekiln-0.1.0/spritekiln/__init__.py +3 -0
  70. spritekiln-0.1.0/spritekiln/__main__.py +4 -0
  71. spritekiln-0.1.0/spritekiln/agents.py +375 -0
  72. spritekiln-0.1.0/spritekiln/anim.py +173 -0
  73. spritekiln-0.1.0/spritekiln/api.py +247 -0
  74. spritekiln-0.1.0/spritekiln/cache.py +144 -0
  75. spritekiln-0.1.0/spritekiln/cli.py +541 -0
  76. spritekiln-0.1.0/spritekiln/config.py +102 -0
  77. spritekiln-0.1.0/spritekiln/data/spec.schema.json +416 -0
  78. spritekiln-0.1.0/spritekiln/engines.py +65 -0
  79. spritekiln-0.1.0/spritekiln/errors.py +13 -0
  80. spritekiln-0.1.0/spritekiln/export.py +190 -0
  81. spritekiln-0.1.0/spritekiln/expr.py +157 -0
  82. spritekiln-0.1.0/spritekiln/godot.py +257 -0
  83. spritekiln-0.1.0/spritekiln/mcp_server.py +180 -0
  84. spritekiln-0.1.0/spritekiln/palette.py +159 -0
  85. spritekiln-0.1.0/spritekiln/pipeline.py +291 -0
  86. spritekiln-0.1.0/spritekiln/pixelize.py +206 -0
  87. spritekiln-0.1.0/spritekiln/preview.py +74 -0
  88. spritekiln-0.1.0/spritekiln/qa.py +103 -0
  89. spritekiln-0.1.0/spritekiln/ref.py +299 -0
  90. spritekiln-0.1.0/spritekiln/render.py +219 -0
  91. spritekiln-0.1.0/spritekiln/resources.py +52 -0
  92. spritekiln-0.1.0/spritekiln/review.py +278 -0
  93. spritekiln-0.1.0/spritekiln/rig.py +337 -0
  94. spritekiln-0.1.0/spritekiln/scaffold.py +106 -0
  95. spritekiln-0.1.0/spritekiln/schema.py +211 -0
  96. spritekiln-0.1.0/spritekiln/sdf.py +236 -0
  97. spritekiln-0.1.0/spritekiln/spec.py +414 -0
  98. spritekiln-0.1.0/spritekiln/system.py +89 -0
  99. spritekiln-0.1.0/tests/conftest.py +101 -0
  100. spritekiln-0.1.0/tests/fixtures/minimal/minimal.yaml +114 -0
  101. spritekiln-0.1.0/tests/golden/gargula_pose_rest.png +0 -0
  102. spritekiln-0.1.0/tests/golden/godot/minimal.tres +270 -0
  103. spritekiln-0.1.0/tests/golden/godot/minimal.tscn +18 -0
  104. spritekiln-0.1.0/tests/golden/godot/minimal_canvas.tres +8 -0
  105. spritekiln-0.1.0/tests/golden/godot/minimal_emissive.tres +270 -0
  106. spritekiln-0.1.0/tests/golden/godot/minimal_lit.tres +270 -0
  107. spritekiln-0.1.0/tests/golden/godot_legacy/minimal.tres +270 -0
  108. spritekiln-0.1.0/tests/golden/godot_legacy/minimal.tscn +16 -0
  109. spritekiln-0.1.0/tests/golden/godot_legacy/minimal_canvas.tres +8 -0
  110. spritekiln-0.1.0/tests/golden/godot_legacy/minimal_emissive.tres +270 -0
  111. spritekiln-0.1.0/tests/golden/godot_legacy/minimal_lit.tres +270 -0
  112. spritekiln-0.1.0/tests/golden/meta.json +5 -0
  113. spritekiln-0.1.0/tests/golden/minimal_pose_attack_1.png +0 -0
  114. spritekiln-0.1.0/tests/golden/minimal_pose_rest.png +0 -0
  115. spritekiln-0.1.0/tests/golden/minimal_side_pose_rest.png +0 -0
  116. spritekiln-0.1.0/tests/golden/render_minimal.json +1617 -0
  117. spritekiln-0.1.0/tests/golden/render_minimal.png +0 -0
  118. spritekiln-0.1.0/tests/golden/render_minimal_emissive.png +0 -0
  119. spritekiln-0.1.0/tests/golden/render_minimal_normal.png +0 -0
  120. spritekiln-0.1.0/tests/golden/render_qa.json +11 -0
  121. spritekiln-0.1.0/tests/golden/showcase.json +5001 -0
  122. spritekiln-0.1.0/tests/monogame/KilnChecks.csproj +16 -0
  123. spritekiln-0.1.0/tests/monogame/Program.cs +38 -0
  124. spritekiln-0.1.0/tests/test_anim.py +95 -0
  125. spritekiln-0.1.0/tests/test_cli.py +53 -0
  126. spritekiln-0.1.0/tests/test_compat.py +35 -0
  127. spritekiln-0.1.0/tests/test_engines.py +34 -0
  128. spritekiln-0.1.0/tests/test_expr.py +118 -0
  129. spritekiln-0.1.0/tests/test_godot.py +103 -0
  130. spritekiln-0.1.0/tests/test_godot_runtime.py +200 -0
  131. spritekiln-0.1.0/tests/test_golden.py +76 -0
  132. spritekiln-0.1.0/tests/test_init.py +117 -0
  133. spritekiln-0.1.0/tests/test_mcp.py +76 -0
  134. spritekiln-0.1.0/tests/test_monogame_runtime.py +65 -0
  135. spritekiln-0.1.0/tests/test_palette.py +103 -0
  136. spritekiln-0.1.0/tests/test_pipeline.py +164 -0
  137. spritekiln-0.1.0/tests/test_preview.py +59 -0
  138. spritekiln-0.1.0/tests/test_ref.py +61 -0
  139. spritekiln-0.1.0/tests/test_regressions.py +180 -0
  140. spritekiln-0.1.0/tests/test_resources.py +22 -0
  141. spritekiln-0.1.0/tests/test_review.py +95 -0
  142. spritekiln-0.1.0/tests/test_schema.py +114 -0
  143. spritekiln-0.1.0/tests/test_showcase.py +136 -0
  144. spritekiln-0.1.0/tests/test_sockets.py +70 -0
  145. spritekiln-0.1.0/tests/test_spec.py +188 -0
  146. spritekiln-0.1.0/tests/test_tools.py +21 -0
  147. spritekiln-0.1.0/tests/test_unity_runtime.py +130 -0
  148. spritekiln-0.1.0/tests/test_view.py +81 -0
  149. spritekiln-0.1.0/tests/unity/KilnChecks.cs +153 -0
@@ -0,0 +1,24 @@
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+ # Python
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+ __pycache__/
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+ *.py[cod]
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+ *.egg-info/
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+ .venv/
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+ build/
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+ dist/
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+ .pytest_cache/
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+ .ruff_cache/
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+
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+ # Rendered output and render cache (regenerated by the toolkit, never versioned)
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+ out/
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+ .kilncache/
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+ .pxcache/
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+
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+ # Output of `ref prep` (cutout, palette and metrics derived from a splash art)
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+ specs/**/*_ref/
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+
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+ # Godot editor metadata when testing the addon in place
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+ .godot/
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+
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+ # .NET build output (MonoGame example and tests)
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+ bin/
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+ obj/
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+ MIT License
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+
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+ Copyright (c) 2026 Lucas Ramos
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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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+
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+ --------------------------------------------------------------------------------
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+ Scope
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+
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+ The MIT license above covers the source code, documentation and integrations in
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+ this repository. Two groups of files are licensed differently; REUSE.toml maps
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+ every path to its license and LICENSES/ holds the full texts:
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+
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+ - Example assets (gargoyle, cacador, the crates, gas lamp and training dummy
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+ props, the humanoid template and the gothic/props palettes) are dedicated to
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+ the public domain under CC0 1.0 (LICENSES/CC0-1.0.txt).
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+ - Showcase assets (the Templar and Huntress characters from the game Hunt
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+ Tower, with the Huntress's mine: specs, splash arts, palettes, renders and
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+ game captures) are
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+ Copyright (c) 2026 Lucas Ramos / PlayRPG, all rights reserved. They are
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+ included for demonstration only and are NOT licensed for reuse
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+ (LICENSES/LicenseRef-Showcase.txt).
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+ Showcase assets: all rights reserved
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+
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+ Copyright (c) 2026 Lucas Ramos / PlayRPG. All rights reserved.
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+
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+ This applies to the files that REUSE.toml marks as "LicenseRef-Showcase": the
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+ Templar and Huntress characters from the game Hunt Tower and the Huntress's
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+ mine prop, including their specs, splash arts, palettes, rendered sprites,
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+ animations and game captures, and anything derived from them.
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+
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+ These files are included in this repository for demonstration only. They are
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+ not licensed for reuse. You may view them, and you may run the toolkit on them
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+ on your own machine to evaluate the toolkit. You may not copy, modify,
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+ redistribute, or use them or works derived from them in any other project,
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+ commercial or not, without prior written permission from the copyright
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+ holders.
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+
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+ The MIT license of the code and the CC0 dedication of the example assets do
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+ not apply to these files.
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+ MIT License
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+
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+ Copyright (c) 2026 Lucas Ramos
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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
7
+ 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
9
+ 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:
11
+
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+ The above copyright notice and this permission notice shall be included in all
13
+ 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,
17
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21
+ SOFTWARE.
@@ -0,0 +1,209 @@
1
+ Metadata-Version: 2.5
2
+ Name: spritekiln
3
+ Version: 0.1.0
4
+ Summary: Animated 8-direction pixel-art sprites from procedural 3D models described in YAML, built to be driven by coding AIs
5
+ Project-URL: Homepage, https://github.com/LucasJRamos/spritekiln
6
+ Project-URL: Issues, https://github.com/LucasJRamos/spritekiln/issues
7
+ Author: Lucas Ramos
8
+ License-Expression: MIT
9
+ License-File: LICENSE
10
+ License-File: LICENSES/CC0-1.0.txt
11
+ License-File: LICENSES/LicenseRef-Showcase.txt
12
+ License-File: LICENSES/MIT.txt
13
+ Keywords: ai,gamedev,godot,pixel-art,procedural,sdf,sprites,spritesheet,top-down
14
+ Classifier: Development Status :: 3 - Alpha
15
+ Classifier: Environment :: Console
16
+ Classifier: Intended Audience :: Developers
17
+ Classifier: Operating System :: OS Independent
18
+ Classifier: Programming Language :: Python :: 3
19
+ Classifier: Programming Language :: Python :: 3 :: Only
20
+ Classifier: Programming Language :: Python :: 3.10
21
+ Classifier: Programming Language :: Python :: 3.11
22
+ Classifier: Programming Language :: Python :: 3.12
23
+ Classifier: Programming Language :: Python :: 3.13
24
+ Classifier: Programming Language :: Python :: 3.14
25
+ Classifier: Programming Language :: Python :: 3.15
26
+ Classifier: Topic :: Games/Entertainment
27
+ Classifier: Topic :: Multimedia :: Graphics
28
+ Classifier: Topic :: Multimedia :: Graphics :: 3D Rendering
29
+ Requires-Python: >=3.10
30
+ Requires-Dist: numpy>=1.24
31
+ Requires-Dist: pillow>=10.0
32
+ Requires-Dist: pyyaml>=6.0
33
+ Requires-Dist: tomli>=1.1; python_version < '3.11'
34
+ Provides-Extra: dev
35
+ Requires-Dist: cryptography<49; (sys_platform == 'darwin' and platform_machine == 'x86_64') and extra == 'dev'
36
+ Requires-Dist: jsonschema>=4.18; extra == 'dev'
37
+ Requires-Dist: mcp<3,>=2.3; extra == 'dev'
38
+ Requires-Dist: pytest>=8; extra == 'dev'
39
+ Requires-Dist: ruff>=0.6; extra == 'dev'
40
+ Provides-Extra: mcp
41
+ Requires-Dist: cryptography<49; (sys_platform == 'darwin' and platform_machine == 'x86_64') and extra == 'mcp'
42
+ Requires-Dist: mcp<3,>=2.3; extra == 'mcp'
43
+ Provides-Extra: splash
44
+ Requires-Dist: rembg[cpu]; extra == 'splash'
45
+ Description-Content-Type: text/markdown
46
+
47
+ <p align="center">
48
+ <img src="https://raw.githubusercontent.com/LucasJRamos/spritekiln/main/showcase/huntress/from_this_to_this.png" alt="A splash art of a gunslinger next to her pixel-art sprite in 8 directions" width="100%">
49
+ </p>
50
+
51
+ # SpriteKiln
52
+
53
+ **English** | [Português (BR)](https://github.com/LucasJRamos/spritekiln/blob/main/README.pt-BR.md) | [한국어](https://github.com/LucasJRamos/spritekiln/blob/main/README.ko.md) | [日本語](https://github.com/LucasJRamos/spritekiln/blob/main/README.ja.md) | [简体中文](https://github.com/LucasJRamos/spritekiln/blob/main/README.zh-CN.md)
54
+
55
+ **Animated pixel-art sprites from procedural 3D models, made to be driven by coding AIs.**
56
+
57
+ A character is a small YAML file: a skeleton, smooth 3D shapes, materials and animations. SpriteKiln renders
58
+ it into pixel art in 8 directions (top-down 3/4) or in profile (side view), with exact frame timing,
59
+ gameplay events, attachment points, a normal map for dynamic light and an emissive layer, ready for Godot,
60
+ Unity, MonoGame or any engine that reads Aseprite sheets.
61
+
62
+ You do not have to write the YAML. Your coding assistant (Claude Code, Codex, Gemini, Copilot, Cursor) does,
63
+ from a description or a splash art: it edits the spec, renders, **looks at the images** and fixes what it
64
+ sees. You direct.
65
+
66
+ <p align="center">
67
+ <img src="https://raw.githubusercontent.com/LucasJRamos/spritekiln/main/showcase/huntress/turnaround.gif" alt="The Huntress idling in 8 directions" height="220">
68
+ <img src="https://raw.githubusercontent.com/LucasJRamos/spritekiln/main/showcase/templar/turnaround.gif" alt="The Templar idling in 8 directions" height="220">
69
+ <img src="https://raw.githubusercontent.com/LucasJRamos/spritekiln/main/docs/images/tutorials/platformer-run.gif" alt="Wren, a side-view platformer character, running in both profiles" height="220">
70
+ </p>
71
+
72
+ ## Why
73
+ - **Consistent by construction.** One camera, one light and one palette for every asset, in every
74
+ direction and frame. No drift between the north-east walk and the south-west attack.
75
+ - **Cheap to change.** "Make the hat bigger" or "slow down the windup" is a one-line edit, not a redraw of
76
+ 300 frames.
77
+ - **Game-ready.** Per-frame durations, events (`hit`, `step_l`, `windup`) on the right frame, sockets
78
+ (muzzles, hands, impact points), the pivot on the ground for y-sorting, normal and emissive maps.
79
+ - **Made for AIs.** One set of instructions for every assistant, an MCP server whose tools return images,
80
+ a JSON Schema for the spec, errors with `file:line:column`, and an art-direction review in numbers for
81
+ assistants that cannot see.
82
+ - **Pure Python, any OS.** numpy, Pillow and PyYAML; no GPU, no Blender. Tested on Windows, macOS and
83
+ Linux.
84
+
85
+ ## Install
86
+
87
+ Python 3.10 or newer. Install the `spritekiln` command with [pipx](https://pipx.pypa.io), which keeps it
88
+ isolated and on your PATH:
89
+
90
+ **Windows** (PowerShell; no Python yet? `winget install Python.Python.3.13`, then open a new terminal)
91
+
92
+ ```powershell
93
+ py -m pip install --user pipx
94
+ py -m pipx ensurepath
95
+ py -m pipx install "spritekiln[mcp]"
96
+ ```
97
+
98
+ **macOS** (Terminal, with [Homebrew](https://brew.sh))
99
+
100
+ ```bash
101
+ brew install pipx
102
+ pipx ensurepath
103
+ pipx install "spritekiln[mcp]"
104
+ ```
105
+
106
+ **Linux** (Debian/Ubuntu shown; Fedora: `sudo dnf install pipx`, Arch: `sudo pacman -S python-pipx`)
107
+
108
+ ```bash
109
+ sudo apt install pipx
110
+ pipx ensurepath
111
+ pipx install "spritekiln[mcp]"
112
+ ```
113
+
114
+ Then open a new terminal and check with `spritekiln --version`. `[mcp]` adds the tools for AI assistants;
115
+ `pipx install spritekiln` is enough for the command line alone. uv, a virtual environment, upgrading and
116
+ troubleshooting: [Install SpriteKiln](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/install.md).
117
+
118
+ ## Quick start
119
+
120
+ The same on every system:
121
+
122
+ ```
123
+ spritekiln new knight # specs/characters/knight/knight.yaml, from the template
124
+ spritekiln render specs/characters/knight/knight.yaml # atlas, JSON, maps, GIFs -> specs/characters/knight/out/knight/
125
+ ```
126
+
127
+ Then hand it to your assistant: *"Turn this knight into a hooded goblin scout with a short sword. Check
128
+ all 8 directions before rendering."* To set up a game project, run
129
+ `spritekiln init --engine godot --ai claude` in its folder; see
130
+ [Use SpriteKiln with your AI](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/use-with-your-ai.md).
131
+
132
+ ## How it works
133
+
134
+ ```
135
+ spec.yaml ──► skeleton + IK ──► SDF shapes ──► raymarched render ──► pixelize ──► atlas + JSON
136
+ (bones, (expressions per (spheres, (colour, normals, (palette ramps, + normal map
137
+ shapes, frame: cycles, capsules, depth, materials; outlines, clean + emissive map
138
+ materials, keys, events) boxes, cones, 3x supersampled, single pixels) + GIFs, QA
139
+ animations) smooth unions) fixed world light) -> your engine
140
+ ```
141
+
142
+ The light is fixed in the world and the model turns, so shading stays coherent across directions. Every
143
+ render writes a QA report (clipping, palette, silhouette stability) and contact sheets to review.
144
+
145
+ ## Features
146
+ - **Modeling:** bones with expressions (`"0.045*sin(p)"`), 2-bone IK, smooth SDF primitives, mirrored
147
+ `_L`/`_R` parts, materials with palette ramps, emissive and glow, two-sided membranes, conditional parts.
148
+ - **Animation:** cycles from expressions or keyframes with per-frame timing, tweens and easing, smears,
149
+ per-direction cheats, events, timing targets checked by `validate` (e.g. "impact at 300 ms").
150
+ - **Views:** top-down 3/4 in 8 (or 4, or 1) directions, or a side view for platformers (`view: side`, with
151
+ a template that has run, jump, rise, fall and land); `mirror: true` renders only the right-facing
152
+ directions (the engine flips the rest) for symmetric designs.
153
+ - **From a splash art:** `ref prep` cuts the character out and extracts its palette; `ref compare` scores
154
+ the silhouette against the model (pitch-corrected IoU) and says what to change.
155
+ - **Review:** `spritekiln review` measures value range, contrast, pixels per material and legibility, and
156
+ previews the sprite over your game's floor (`--bg`) under its light (`--tint`).
157
+ - **Output:** atlas, normal and emissive maps, Aseprite-compatible JSON ([format](https://github.com/LucasJRamos/spritekiln/blob/main/docs/format.md)), sockets
158
+ per frame, GIFs and contact sheets.
159
+
160
+ ## Engines
161
+
162
+ | Engine | What you get | Guide |
163
+ |---|---|---|
164
+ | **Godot 4** | `KilnSprite2D` node, SpriteFrames and a ready scene; an editor plugin builds them from a dropped JSON | [godot.md](https://github.com/LucasJRamos/spritekiln/blob/main/docs/engines/godot.md) · [example](https://github.com/LucasJRamos/spritekiln/blob/main/examples/godot) |
165
+ | **Unity 2022.3+** | UPM package: `.kiln` importer (sprites, normal map, AnimationClips) and `KilnAnimator` | [unity.md](https://github.com/LucasJRamos/spritekiln/blob/main/docs/engines/unity.md) |
166
+ | **MonoGame** | `KilnSprite.cs` runtime and the `KilnLit.fx` normal-mapped light shader | [monogame.md](https://github.com/LucasJRamos/spritekiln/blob/main/docs/engines/monogame.md) · [example](https://github.com/LucasJRamos/spritekiln/blob/main/examples/monogame) |
167
+ | **Anything else** | Aseprite-compatible JSON: Phaser, LÖVE, Defold, GameMaker... | [generic.md](https://github.com/LucasJRamos/spritekiln/blob/main/docs/engines/generic.md) |
168
+
169
+ All runtimes play the same way: exact durations, events on the frame they belong to, sockets, the direction
170
+ nearest to a velocity, mirrored directions.
171
+
172
+ ## AI assistants
173
+
174
+ | Assistant | Instructions | MCP tools |
175
+ |---|---|---|
176
+ | Claude Code | `CLAUDE.md`, skills, and modeler / animator / art-director agents | `.mcp.json` |
177
+ | Codex | `AGENTS.md` | `~/.codex/config.toml` |
178
+ | Gemini CLI | `GEMINI.md` | `.gemini/settings.json` |
179
+ | GitHub Copilot | `.github/copilot-instructions.md` | `.vscode/mcp.json` |
180
+ | Cursor | `.cursor/rules/spritekiln.mdc` | `.cursor/mcp.json` |
181
+
182
+ `spritekiln init --ai claude,codex,...` writes them from one source ([`docs/agent/`](https://github.com/LucasJRamos/spritekiln/blob/main/docs/agent)). The
183
+ recipe for a new character from a splash art: a modeler builds the shape, an art director reviews it
184
+ against the art, the modeler fixes, an animator animates, the director reviews again
185
+ ([recipe.md](https://github.com/LucasJRamos/spritekiln/blob/main/docs/agent/recipe.md)).
186
+
187
+ ## Showcase
188
+ The Templar and the Huntress were made with SpriteKiln for the game **Hunt Tower**, from their splash arts,
189
+ by Claude Code following the recipe above. Their specs are in `specs/characters/`; more images, animations
190
+ and in-game captures are in [`showcase/`](https://github.com/LucasJRamos/spritekiln/blob/main/showcase).
191
+
192
+ ## Learn more
193
+ - [Install SpriteKiln](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/install.md) (Windows, macOS, Linux; pipx, uv or a virtual environment)
194
+ - [Your first character in 10 minutes](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/first-character.md)
195
+ - [From your splash art, with an AI](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/splash-art.md)
196
+ - [Animations and events](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/animations.md)
197
+ - [A platformer character (side view)](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/platformer.md)
198
+ - [Use SpriteKiln with your AI](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/use-with-your-ai.md) (instructions files and MCP tools)
199
+ - [Spec reference](https://github.com/LucasJRamos/spritekiln/blob/main/docs/agent/spec.md) · [Output format](https://github.com/LucasJRamos/spritekiln/blob/main/docs/format.md) · [Roadmap](https://github.com/LucasJRamos/spritekiln/blob/main/docs/ROADMAP.md)
200
+ - [Contributing](https://github.com/LucasJRamos/spritekiln/blob/main/CONTRIBUTING.md) · [Changelog](https://github.com/LucasJRamos/spritekiln/blob/main/CHANGELOG.md) · Translations: [Português (BR)](https://github.com/LucasJRamos/spritekiln/blob/main/README.pt-BR.md), [한국어](https://github.com/LucasJRamos/spritekiln/blob/main/README.ko.md), [日本語](https://github.com/LucasJRamos/spritekiln/blob/main/README.ja.md),
201
+ [简体中文](https://github.com/LucasJRamos/spritekiln/blob/main/README.zh-CN.md)
202
+
203
+ ## License
204
+ Code, docs and integrations: [MIT](https://github.com/LucasJRamos/spritekiln/blob/main/LICENSE). Example assets (the gargoyle, the hunter, Wren, the crates, gas lamp
205
+ and training dummy props, the templates, the gothic and props palettes, the examples' sprites):
206
+ [CC0 1.0](https://github.com/LucasJRamos/spritekiln/blob/main/LICENSES/CC0-1.0.txt). Showcase assets (Templar and Huntress from Hunt Tower, with the Huntress's
207
+ mine: specs, splash arts, palettes, renders and game captures): © 2026 Lucas Ramos / PlayRPG, all rights
208
+ reserved, included for demonstration only ([terms](https://github.com/LucasJRamos/spritekiln/blob/main/LICENSES/LicenseRef-Showcase.txt)).
209
+ [`REUSE.toml`](https://github.com/LucasJRamos/spritekiln/blob/main/REUSE.toml) maps every path to its license.
@@ -0,0 +1,163 @@
1
+ <p align="center">
2
+ <img src="showcase/huntress/from_this_to_this.png" alt="A splash art of a gunslinger next to her pixel-art sprite in 8 directions" width="100%">
3
+ </p>
4
+
5
+ # SpriteKiln
6
+
7
+ **English** | [Português (BR)](README.pt-BR.md) | [한국어](README.ko.md) | [日本語](README.ja.md) | [简体中文](README.zh-CN.md)
8
+
9
+ **Animated pixel-art sprites from procedural 3D models, made to be driven by coding AIs.**
10
+
11
+ A character is a small YAML file: a skeleton, smooth 3D shapes, materials and animations. SpriteKiln renders
12
+ it into pixel art in 8 directions (top-down 3/4) or in profile (side view), with exact frame timing,
13
+ gameplay events, attachment points, a normal map for dynamic light and an emissive layer, ready for Godot,
14
+ Unity, MonoGame or any engine that reads Aseprite sheets.
15
+
16
+ You do not have to write the YAML. Your coding assistant (Claude Code, Codex, Gemini, Copilot, Cursor) does,
17
+ from a description or a splash art: it edits the spec, renders, **looks at the images** and fixes what it
18
+ sees. You direct.
19
+
20
+ <p align="center">
21
+ <img src="showcase/huntress/turnaround.gif" alt="The Huntress idling in 8 directions" height="220">
22
+ <img src="showcase/templar/turnaround.gif" alt="The Templar idling in 8 directions" height="220">
23
+ <img src="docs/images/tutorials/platformer-run.gif" alt="Wren, a side-view platformer character, running in both profiles" height="220">
24
+ </p>
25
+
26
+ ## Why
27
+ - **Consistent by construction.** One camera, one light and one palette for every asset, in every
28
+ direction and frame. No drift between the north-east walk and the south-west attack.
29
+ - **Cheap to change.** "Make the hat bigger" or "slow down the windup" is a one-line edit, not a redraw of
30
+ 300 frames.
31
+ - **Game-ready.** Per-frame durations, events (`hit`, `step_l`, `windup`) on the right frame, sockets
32
+ (muzzles, hands, impact points), the pivot on the ground for y-sorting, normal and emissive maps.
33
+ - **Made for AIs.** One set of instructions for every assistant, an MCP server whose tools return images,
34
+ a JSON Schema for the spec, errors with `file:line:column`, and an art-direction review in numbers for
35
+ assistants that cannot see.
36
+ - **Pure Python, any OS.** numpy, Pillow and PyYAML; no GPU, no Blender. Tested on Windows, macOS and
37
+ Linux.
38
+
39
+ ## Install
40
+
41
+ Python 3.10 or newer. Install the `spritekiln` command with [pipx](https://pipx.pypa.io), which keeps it
42
+ isolated and on your PATH:
43
+
44
+ **Windows** (PowerShell; no Python yet? `winget install Python.Python.3.13`, then open a new terminal)
45
+
46
+ ```powershell
47
+ py -m pip install --user pipx
48
+ py -m pipx ensurepath
49
+ py -m pipx install "spritekiln[mcp]"
50
+ ```
51
+
52
+ **macOS** (Terminal, with [Homebrew](https://brew.sh))
53
+
54
+ ```bash
55
+ brew install pipx
56
+ pipx ensurepath
57
+ pipx install "spritekiln[mcp]"
58
+ ```
59
+
60
+ **Linux** (Debian/Ubuntu shown; Fedora: `sudo dnf install pipx`, Arch: `sudo pacman -S python-pipx`)
61
+
62
+ ```bash
63
+ sudo apt install pipx
64
+ pipx ensurepath
65
+ pipx install "spritekiln[mcp]"
66
+ ```
67
+
68
+ Then open a new terminal and check with `spritekiln --version`. `[mcp]` adds the tools for AI assistants;
69
+ `pipx install spritekiln` is enough for the command line alone. uv, a virtual environment, upgrading and
70
+ troubleshooting: [Install SpriteKiln](docs/tutorials/install.md).
71
+
72
+ ## Quick start
73
+
74
+ The same on every system:
75
+
76
+ ```
77
+ spritekiln new knight # specs/characters/knight/knight.yaml, from the template
78
+ spritekiln render specs/characters/knight/knight.yaml # atlas, JSON, maps, GIFs -> specs/characters/knight/out/knight/
79
+ ```
80
+
81
+ Then hand it to your assistant: *"Turn this knight into a hooded goblin scout with a short sword. Check
82
+ all 8 directions before rendering."* To set up a game project, run
83
+ `spritekiln init --engine godot --ai claude` in its folder; see
84
+ [Use SpriteKiln with your AI](docs/tutorials/use-with-your-ai.md).
85
+
86
+ ## How it works
87
+
88
+ ```
89
+ spec.yaml ──► skeleton + IK ──► SDF shapes ──► raymarched render ──► pixelize ──► atlas + JSON
90
+ (bones, (expressions per (spheres, (colour, normals, (palette ramps, + normal map
91
+ shapes, frame: cycles, capsules, depth, materials; outlines, clean + emissive map
92
+ materials, keys, events) boxes, cones, 3x supersampled, single pixels) + GIFs, QA
93
+ animations) smooth unions) fixed world light) -> your engine
94
+ ```
95
+
96
+ The light is fixed in the world and the model turns, so shading stays coherent across directions. Every
97
+ render writes a QA report (clipping, palette, silhouette stability) and contact sheets to review.
98
+
99
+ ## Features
100
+ - **Modeling:** bones with expressions (`"0.045*sin(p)"`), 2-bone IK, smooth SDF primitives, mirrored
101
+ `_L`/`_R` parts, materials with palette ramps, emissive and glow, two-sided membranes, conditional parts.
102
+ - **Animation:** cycles from expressions or keyframes with per-frame timing, tweens and easing, smears,
103
+ per-direction cheats, events, timing targets checked by `validate` (e.g. "impact at 300 ms").
104
+ - **Views:** top-down 3/4 in 8 (or 4, or 1) directions, or a side view for platformers (`view: side`, with
105
+ a template that has run, jump, rise, fall and land); `mirror: true` renders only the right-facing
106
+ directions (the engine flips the rest) for symmetric designs.
107
+ - **From a splash art:** `ref prep` cuts the character out and extracts its palette; `ref compare` scores
108
+ the silhouette against the model (pitch-corrected IoU) and says what to change.
109
+ - **Review:** `spritekiln review` measures value range, contrast, pixels per material and legibility, and
110
+ previews the sprite over your game's floor (`--bg`) under its light (`--tint`).
111
+ - **Output:** atlas, normal and emissive maps, Aseprite-compatible JSON ([format](docs/format.md)), sockets
112
+ per frame, GIFs and contact sheets.
113
+
114
+ ## Engines
115
+
116
+ | Engine | What you get | Guide |
117
+ |---|---|---|
118
+ | **Godot 4** | `KilnSprite2D` node, SpriteFrames and a ready scene; an editor plugin builds them from a dropped JSON | [godot.md](docs/engines/godot.md) · [example](examples/godot) |
119
+ | **Unity 2022.3+** | UPM package: `.kiln` importer (sprites, normal map, AnimationClips) and `KilnAnimator` | [unity.md](docs/engines/unity.md) |
120
+ | **MonoGame** | `KilnSprite.cs` runtime and the `KilnLit.fx` normal-mapped light shader | [monogame.md](docs/engines/monogame.md) · [example](examples/monogame) |
121
+ | **Anything else** | Aseprite-compatible JSON: Phaser, LÖVE, Defold, GameMaker... | [generic.md](docs/engines/generic.md) |
122
+
123
+ All runtimes play the same way: exact durations, events on the frame they belong to, sockets, the direction
124
+ nearest to a velocity, mirrored directions.
125
+
126
+ ## AI assistants
127
+
128
+ | Assistant | Instructions | MCP tools |
129
+ |---|---|---|
130
+ | Claude Code | `CLAUDE.md`, skills, and modeler / animator / art-director agents | `.mcp.json` |
131
+ | Codex | `AGENTS.md` | `~/.codex/config.toml` |
132
+ | Gemini CLI | `GEMINI.md` | `.gemini/settings.json` |
133
+ | GitHub Copilot | `.github/copilot-instructions.md` | `.vscode/mcp.json` |
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+ | Cursor | `.cursor/rules/spritekiln.mdc` | `.cursor/mcp.json` |
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+
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+ `spritekiln init --ai claude,codex,...` writes them from one source ([`docs/agent/`](docs/agent)). The
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+ recipe for a new character from a splash art: a modeler builds the shape, an art director reviews it
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+ against the art, the modeler fixes, an animator animates, the director reviews again
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+ ([recipe.md](docs/agent/recipe.md)).
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+
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+ ## Showcase
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+ The Templar and the Huntress were made with SpriteKiln for the game **Hunt Tower**, from their splash arts,
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+ by Claude Code following the recipe above. Their specs are in `specs/characters/`; more images, animations
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+ and in-game captures are in [`showcase/`](showcase).
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+
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+ ## Learn more
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+ - [Install SpriteKiln](docs/tutorials/install.md) (Windows, macOS, Linux; pipx, uv or a virtual environment)
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+ - [Your first character in 10 minutes](docs/tutorials/first-character.md)
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+ - [From your splash art, with an AI](docs/tutorials/splash-art.md)
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+ - [Animations and events](docs/tutorials/animations.md)
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+ - [A platformer character (side view)](docs/tutorials/platformer.md)
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+ - [Use SpriteKiln with your AI](docs/tutorials/use-with-your-ai.md) (instructions files and MCP tools)
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+ - [Spec reference](docs/agent/spec.md) · [Output format](docs/format.md) · [Roadmap](docs/ROADMAP.md)
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+ - [Contributing](CONTRIBUTING.md) · [Changelog](CHANGELOG.md) · Translations: [Português (BR)](README.pt-BR.md), [한국어](README.ko.md), [日本語](README.ja.md),
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+ [简体中文](README.zh-CN.md)
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+
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+ ## License
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+ Code, docs and integrations: [MIT](LICENSE). Example assets (the gargoyle, the hunter, Wren, the crates, gas lamp
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+ and training dummy props, the templates, the gothic and props palettes, the examples' sprites):
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+ [CC0 1.0](LICENSES/CC0-1.0.txt). Showcase assets (Templar and Huntress from Hunt Tower, with the Huntress's
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+ mine: specs, splash arts, palettes, renders and game captures): © 2026 Lucas Ramos / PlayRPG, all rights
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+ reserved, included for demonstration only ([terms](LICENSES/LicenseRef-Showcase.txt)).
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+ [`REUSE.toml`](REUSE.toml) maps every path to its license.