AI-driven Godot 4.0 engine control via MCP tools. Import STL/GLB/OBJ geometry, load CFD velocity fields, spawn GPU particle systems, assign PBR materials, control cameras, and export HTML5 builds — all through FastMCP 3.2 tools over SSE transport. Designed as the visualization endpoint for the fleet CAD→CFD→render pipeline (qcad-mcp → freecad-mcp → FluidX3D → godot-mcp) and the blender-mcp → godot-mcp game asset pipeline.
- Installation
- Architecture
- Godot 4 Docs
- MCP Server
- API Reference
- AI Game Dev Flows
- CLI Reference
- Comparison: Godot vs Unity vs Unreal
- Example Projects
- Agentic Game Dev
- Little Game Guide — study repos, AI workflow, Windows/iOS distribution
- AI and Indie Games — is AI the death of indie? (scope, hobby vs career)
- Ship to itch.io — Butler tools,
/shipdashboard, env vars - Ship to Steam — steam-mcp bridge,
/ship-steam, partner setup (see STEAM_PUBLISHING.md) - Fleet game pipeline — blender/worldlabs → Godot; splats vs GLB
- Fleet assessment — implementation status and gaps
- Community
- History
- PRD
- Game Builder Pipeline — AI-native game creation: prompt → worlds → Godot → itch.io
- Sample Games
just bootstrap # uv sync + npm install + Godot
just serve # MCP + REST (10993)
just godot-bridge # TCP bridge in Godot (9080) — required for engine tools
just bridge-test # confirm godot_status
just web # dashboard (10992)Or .\start.ps1 for backend + webapp only (start bridge separately).
Play a sample game: just demo-list then just demo-run platformer (see samples/README.md).
Export & ship a sample: just little-game-export web dodge then open /ship in the dashboard, or just ship web dodge (requires BUTLER_API_KEY + ITCH_TARGET).
Steam (partner publishing): requires $100 Steam Direct + your own App ID — no free playground like itch. See Ship to Steam and STEAM_PUBLISHING.md. Quick path: start steam-mcp on 11020, set STEAM_APP_ID / STEAM_DEPOT_ID / STEAM_USERNAME / STEAMCMD_PATH, then just steam-ship-beta game=dodge dry_run=true or /ship-steam.
- Game Builder — 6 new MCP tools:
design_game,generate_game_worlds,compose_game_scene,generate_game_logic,export_and_ship,build_game. Natural language → GamePlan → Marble worlds → Godot scene → GDScript → HTML5. See SPEC. - 7 Steam ship tools —
steam_status,steam_checklist,steam_stage_build,ship_to_steam_prerelease,ship_to_steam_release,ship_to_steam(+ monetization guide). Export Windows →_exchange→ steam-mcp VDF/steamcmd.dry_run=trueby default. - 6 itch ship tools —
itch_status,godot_export_release,itch_push_preview,itch_push,itch_latest_version,ship_to_itch - Godot 4 engine control — scene graph via TCP bridge (port 9080)
- Multi-format import — STL (binary), GLB/GLTF (via GLTFDocument), OBJ (via ResourceLoader)
- CFD velocity fields — load FluidX3D data, animate streamlines with GPU particles
- PBR materials — assign physically-based materials to any mesh surface
- HTML5 export — build WebAssembly/WebGL with
godot --headless --export-releasefallback - itch.io shipping — Butler push from CLI, MCP, REST, or dashboard
/ship(export → preview → push) - Steam partner shipping — Windows export → fleet exchange → steam-mcp SteamPipe upload; dashboard
/ship-steam; beta branch testing on your App ID (not Spacewar/480) - REST API — FastAPI gateway on port 10993 alongside MCP SSE
- Tauri native wrapper —
native/directory for desktop distribution (~5 MB)
qcad-mcp (DXF/STL) → freecad-mcp (BIM/IFC) → FluidX3D (GPU CFD)
↓
CSV velocity field
↓
godot-mcp (import + visualize)
↓
┌───────────────────┼───────────────────┐
↓ ↓ ↓
Resonite (XR) Web (HTML5) Tauri (native)
MIT — see LICENSE.