gamedev-mcp-server

gamedev-mcp-server

Curated game development knowledge for AI coding tools. 144 docs covering MonoGame, Godot, game design, and programming patterns.

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README

GameDev MCP Server

CI CodeQL npm version npm downloads Node.js License: MIT

Your AI forgets everything mid-project. Give it permanent game development knowledge.

GameDev MCP Server is a knowledge layer for AI coding assistants. It provides 140+ curated game development docs — design patterns, architecture guides, engine-specific implementation details — delivered through MCP so your AI assistant never loses context on how to build games.

Works with Claude Code, Claude Desktop, Cursor, Windsurf, Cline, and any MCP-compatible tool.

The Problem

Every game dev using AI hits the same wall: your assistant starts strong, then forgets your architecture mid-session. It suggests deprecated APIs. It doesn't know the difference between a state machine and a behavior tree. It writes Unity 5 code when you're on Unity 6.

GameDev MCP Server solves this by giving your AI a persistent, searchable knowledge base of curated game dev expertise — not raw docs, but structured implementation guidance that actually helps you build.

What's Inside

Category Examples Docs
🎮 Game Design Genre systems, game feel, balancing, progression 12
🏗️ Architecture ECS, state machines, scene management, signals 18
💻 Programming Design patterns, data structures, algorithms 15
🎯 Engine Guides MonoGame (78 guides), Godot (11 docs), Unity (planned) 89+
🔧 Core Concepts Camera, physics, pathfinding, networking, combat, particles, UI 19
📋 Project Mgmt Scope control, sprint planning, art pipeline 7

140+ docs. 4MB+ of curated knowledge. Zero external dependencies.

Quick Start

npx gamedev-mcp-server

That's it. No install required. Add it to your MCP config and your AI has instant game dev knowledge.

Claude Code

claude mcp add gamedev -- npx -y gamedev-mcp-server

Claude Desktop / Cursor / Windsurf / Cline

Add to your MCP config file:

{
  "mcpServers": {
    "gamedev": {
      "command": "npx",
      "args": ["-y", "gamedev-mcp-server"]
    }
  }
}

Config file locations:

  • Claude Desktop: claude_desktop_config.json
  • Cursor: .cursor/mcp.json
  • Windsurf: ~/.windsurf/mcp.json
  • Cline: VS Code settings → Cline MCP Servers

Engine Modules

GameDev MCP Server uses a modular architecture. Core knowledge (design, patterns, algorithms) is always available. Engine-specific modules add implementation guides for your stack.

Module Status Docs Description
core ✅ Stable 52 Engine-agnostic game dev knowledge
monogame-arch ✅ Stable 78 MonoGame + Arch ECS — guides G1–G69, architecture, library reference
godot-arch 🚧 Active 11 Godot 4.4+ — architecture, GDScript/C#, scene composition, state machines, signals, input, physics, camera, tilemaps, animation
unity-arch 📋 Planned Unity 6 — URP, ECS, modern patterns
bevy-arch 📋 Planned Bevy ECS — Rust game dev

Modules are auto-discovered. To filter which modules load:

{
  "env": {
    "GAMEDEV_MODULES": "monogame-arch,godot-arch"
  }
}

Without GAMEDEV_MODULES, all available modules load automatically.

MCP Tools

Tool Description
Tool Description
------ -------------
search_docs Full-text search across all docs with TF-IDF ranking, category/module/engine filters, cross-engine grouping
get_doc Fetch a doc by ID with optional section extraction and maxLength for context efficiency
list_docs Browse docs by category and module, with compact summary mode
list_modules Discover available engine modules and their status
compare_engines Compare how different engines approach the same topic (e.g., camera, physics, input)
random_doc Discover docs serendipitously — great for exploration and learning
genre_lookup Genre → required systems mapping (platformer, roguelike, tower defense, etc.)
session Dev session co-pilot — structured workflows for planning, debugging, scoping
license_info Show current tier and features

Context-Efficient by Design

Unlike tool-heavy MCP servers that dump 50K+ tokens of schemas into your context window, GameDev MCP Server is built for precision:

  • Section extractionget_doc("G64", section: "Knockback") returns just the knockback section, not the full 52KB doc
  • maxLength param — Cap any response to fit your context budget
  • 9 focused tools — Minimal schema overhead, maximum utility. Compare to Godot MCP servers with 95+ tools burning half your context on schema alone
  • stdio transport — No network exposure, no attack surface (MCP security is a real concern)

Free vs Pro

The server works fully out of the box with a generous free tier.

Feature Free Pro
Core docs (design, patterns, algorithms)
Search Core docs All modules
Engine modules (MonoGame, Godot, etc.)
Session co-pilot
Genre lookup Summary Full details
get_doc section extraction

Pro unlocks engine-specific implementation guides — the stuff that turns "I know game design theory" into "here's exactly how to build it in Godot/MonoGame/Unity."

Get a Pro license → gamedev-mcp.lemonsqueezy.com

License Setup

Add your key to the MCP config:

{
  "env": {
    "GAMEDEV_MCP_LICENSE": "your-license-key"
  }
}

Or create ~/.gamedev-mcp/license.json:

{ "key": "your-license-key" }

The server validates on startup, caches for 24h, and gracefully falls back to free tier if anything goes wrong. It never crashes.

What Makes This Different

There are 14,000+ MCP servers out there. Here's why this one matters for game dev:

  • Knowledge, not integration. Godot-MCP, Unity-MCP, and Unreal-MCP give your AI buttons to press in the editor. This gives your AI understanding of how to architect and build games. They're complementary — use both.
  • Cross-engine. One server, multiple engines. Learn a pattern once in core theory, then get the engine-specific implementation. compare_engines("camera") shows you how Godot and MonoGame each handle it. No need to install separate MCPs per engine.
  • Curated, not scraped. Every doc is hand-written with AI code generation in mind — typed examples, anti-pattern warnings, decision trees, and "when to use" guidance. This isn't a docs mirror.
  • Secure by design. stdio-only transport — no network exposure, no open ports, no attack surface. While 7,000+ MCP servers sit exposed on the internet, this runs entirely local.
  • Grows with you. New docs and engines added continuously. Your AI gets smarter over time without you changing anything.

Genre Coverage

The genre_lookup tool maps any genre to its required systems with implementation priorities:

Platformer · Metroidvania · Roguelike · Tower Defense · Survival · RPG · Bullet Hell · Top-Down Shooter · Side-Scrolling · Fighting · Puzzle

Each genre profile includes: required systems, optional enhancements, suggested doc reading order, and a starter checklist.

Development

git clone https://github.com/sbenson2/gamedev-mcp-server.git
cd gamedev-mcp-server
npm install
npm run build
npm test          # 187 tests, Node.js built-in test runner
npm run dev       # Watch mode

Dev Mode

Skip license validation for local development:

{
  "env": {
    "GAMEDEV_MCP_DEV": "true"
  }
}

Doc Structure

docs/
├── core/                    # Engine-agnostic (always loaded)
│   ├── game-design/         # Genre profiles, game feel, balancing
│   ├── programming/         # Patterns, principles, data structures
│   ├── concepts/            # Camera, physics, pathfinding, networking, particles
│   ├── project-management/  # Scope, sprints, pipelines
│   ├── ai-workflow/         # AI code generation best practices
│   └── session/             # Co-pilot workflow prompts
├── monogame-arch/           # MonoGame + Arch ECS
│   ├── architecture/        # ECS overview, migration notes
│   ├── guides/              # G1–G69 implementation guides
│   └── reference/           # Library stack, project structure
└── godot-arch/              # Godot 4.4+
    ├── architecture/        # Node tree philosophy, GDScript vs C# decision guide
    ├── guides/              # Scene composition, state machines, signals, input, physics, camera, tilemaps, animation
    └── reference/           # (coming soon)

MCP Resources

Docs are also available as MCP resources for clients that support them:

  • gamedev://docs/{module}/{id} — Any doc by module and ID
  • gamedev://prompts/session — Session co-pilot prompt
  • gamedev://prompts/code-rules — AI code generation rules

Contributing

Found a bug? Have a doc suggestion? Open an issue.

License

MIT — see LICENSE.


Built for game devs who use AI. Stop fighting context loss. Start building.

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