Official MCP RegistryListed
Rengi Forge
Gamedev tools for AI agents: level design, renders, sprites, GLB optimizer. Pay per call with x402.
First seen 20 Oct 2026. Evidence as of 28 Oct 2026.
43
Tools
From an anonymous probe
1
Source listings
Each with its own history
40
Recorded changes
Since first seen
Tools
| Tool | Description | Behaviour |
|---|---|---|
| asset_render_sprites | Transparent isometric sprite sheet, 4 or 8 directions in one row (south first, clockwise), with frame JSON. Price: $0.40 USDC via x402, charged only on success. Part of Asset render: Pictures of a 3D model for agents that cannot see: catalog views, a turntable GIF, and isometric sprite sheets for 2.5D games. | Not declared |
| asset_render_turntable | Render a GLB model as a looping turntable GIF, one full revolution, plus mesh stats. Price: $0.25 USDC via x402, charged only on success. Part of Asset render: Pictures of a 3D model for agents that cannot see: catalog views, a turntable GIF, and isometric sprite sheets for 2.5D games. | Not declared |
| asset_render_views | Render a GLB model to four PNG views (three-quarter, front, side, top) for thumbnails and previews, plus mesh stats and size. Price: $0.10 USDC via x402, charged only on success. Part of Asset render: Pictures of a 3D model for agents that cannot see: catalog views, a turntable GIF, and isometric sprite sheets for 2.5D games. | Not declared |
| audio_tools_beats | Beat map of a song for rhythm games and music-synced effects: BPM and tempo changes, beats, bar lines, kick / snare / hat hits, and easy, normal and hard note charts on the grid, as JSON. Price: $0.05 USDC via x402, charged only on success. Part of Audio tools: Make generated or recorded sounds game-ready: trim silence and match loudness (LUFS with a true-peak ceiling), seamless loops for music and ambience with loop points, and SFX variations. | Not declared |
| audio_tools_clean | Trim silence, normalize loudness to a LUFS target with a -1 dBTP ceiling, add anti-click fades and convert (ogg, wav, mp3; mono for SFX). Returns the file, a waveform and measured stats. Price: $0.05 USDC via x402, charged only on success. Part of Audio tools: Make generated or recorded sounds game-ready: trim silence and match loudness (LUFS with a true-peak ceiling), seamless loops for music and ambience with loop points, and SFX variations. | Not declared |
| audio_tools_loop | Turn music or ambience into a seamless loop: cuts at zero crossings and crossfades the end into the start with an equal-power curve. Returns the loop, a 3x preview and loop points in samples. Price: $0.10 USDC via x402, charged only on success. Part of Audio tools: Make generated or recorded sounds game-ready: trim silence and match loudness (LUFS with a true-peak ceiling), seamless loops for music and ambience with loop points, and SFX variations. | Not declared |
| audio_tools_variations | Make 2-12 variations of one sound effect with small pitch and volume changes, so repeated footsteps or hits do not sound copy-pasted. Returns each file and a ZIP. Price: $0.10 USDC via x402, charged only on success. Part of Audio tools: Make generated or recorded sounds game-ready: trim silence and match loudness (LUFS with a true-peak ceiling), seamless loops for music and ambience with loop points, and SFX variations. | Not declared |
| audio_tools_voice | Make a voice recording or TTS take game-ready: rumble high-passed, noise reduced against the measured floor, sibilance tamed, dialogue loudness (-18 LUFS) with a -1 dBTP ceiling, and a long take split into one file per phrase with a CSV cue sheet. Price: $0.10 USDC via x402, charged only on success. Part of Audio tools: Make generated or recorded sounds game-ready: trim silence and match loudness (LUFS with a true-peak ceiling), seamless loops for music and ambience with loop points, and SFX variations. | Not declared |
| font_tools_bitmap | Bitmap font from a TTF/OTF: atlas PNG, BMFont .fnt with kerning, JSON and a preview of a sample line. Pixel mode snaps glyphs to whole pixels with no antialiasing. Price: $0.10 USDC via x402, charged only on success. Part of Font tools: Turn a TTF/OTF font into a bitmap font for games: crisp pixel-perfect glyphs for pixel art or smooth antialiased ones, Latin and Cyrillic, optional outline, atlas PNG plus AngelCode BMFont .fnt with kerning (Unity, Godot, Phaser, LibGDX) and JSON.. | Not declared |
| forge_help | What Rengi Forge offers, prices and how payment works. Free. | Not declared |
| glb_optimizer_colliders | Collision for a model: a set of convex hulls that hug the shape (V-HACD), ready for Godot (-convcolonly nodes), Unreal (UCX_ names) and Unity (convex MeshColliders via an editor script), plus hulls.json for any engine and a see-through overlay to check. Price: $0.15 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression. | Not declared |
| glb_optimizer_convert | Convert FBX, OBJ (zip with .mtl and textures), glTF (zip), STL, PLY, DAE or 3DS to one GLB: Y-up, in meters, materials and FBX animations kept. Returns the GLB, a report, a validator pass and a preview render. Price: $0.15 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression. | Not declared |
| glb_optimizer_inspect | Inspect a GLB without changing it: triangles, draw calls, materials, texture memory, animations, glTF validator errors, and concrete suggestions to make it lighter. Price: $0.05 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression. | Not declared |
| glb_optimizer_lod | Generate a LOD chain from a GLB (default 100/50/25/10% of triangles) with locked borders so UV seams and silhouettes hold; one GLB per level, a side-by-side render and Unity LODGroup transition heights. Price: $0.20 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression. | Not declared |
| glb_optimizer_optimize | Shrink a GLB (up to 10 MB) for web or mobile: dedup, join draw calls, gentle simplify, textures to WebP at a max size, meshopt or Draco compression; before/after renders, size report and loader notes for three.js and Unity. Price: $0.20 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression. | Not declared |
| glb_optimizer_optimize_large | Shrink a large GLB (up to 50 MB) for web or mobile, same pipeline as optimize: dedup, join, simplify, WebP textures, meshopt or Draco. Price: $0.50 USDC via x402, charged only on success. Part of GLB optimizer: Make a GLB small and fast for the web or mobile: dedup, instance, join, weld, simplify, resize and re-encode textures, meshopt or draco compression. | Not declared |
| leaderboard_boards | Create a board with 100,000 submissions and 365 days; returns keys and a ready JS snippet. Price: $1.00 USDC via x402, charged only on success. Part of Leaderboard: A leaderboard backend for a game in one paid call, no signup: buy a board (100,000 submissions, 1 year), get a board id, a submit key for the game client and an admin key. | Not declared |
| leaderboard_topup | Add 100,000 submissions and 365 days to a board. Price: $1.00 USDC via x402, charged only on success. Part of Leaderboard: A leaderboard backend for a game in one paid call, no signup: buy a board (100,000 submissions, 1 year), get a board id, a submit key for the game client and an admin key. | Not declared |
| level_design_catalog | Ingest your prop catalog: footprint, height, pivot and category computed from each GLB. Returns a catalogId for place. Price: $0.50 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games. | Not declared |
| level_design_navmesh | Bake a navmesh for your agent size from a level GLB and find unreachable areas, passages that barely fit, and walkable area per region; top-view map and the navmesh as OBJ. Price: $0.05 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games. | Not declared |
| level_design_place | Dress a level: placements for every zone, previews and a 3D viewer link. Price: $1.00 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games. | Not declared |
| level_design_place_2d | Fill a 2D tilemap: terrain with proper corner transitions, decorations, obstacles and multi-tile stamps; Tiled .tmj, Unity Tilemap JSON and a preview. Price: $1.00 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games. | Not declared |
| level_design_revise | Change a placed level by instruction or structured zone edits: denser or sparser, other assets, remove a kind of prop; untouched zones keep their exact transforms. It cannot cut an empty area inside a zone or move one object: for that, add a keep-clear zone to the layout and place again. Price: $0.50 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games. | Not declared |
| level_design_revise_2d | Change a 2D map by instruction or zone edits; untouched zones keep their tiles. Price: $0.30 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games. | Not declared |
| playtest_run | Play a web game (URL or ZIP build) as on a PC and as on a weak phone: errors, missing files, black or frozen screen, load time, draw calls, textures, shader stalls, memory leaks, build weight, video and screenshots. Price: $0.25 USDC via x402, charged only on success. Part of Playtest: Plays a web game in a real browser, as on a PC and as on a weak phone, and reports what an agent needs to fix: errors, missing files, a black or frozen screen, load time, draw calls, texture memory, shader stalls, memory leaks and build weight, with a video and screenshots of each pass. | Not declared |
| sprite_tools_autotile | Two terrain textures (grass over dirt, sand over water) to a full 47-tile autotile set with natural, seamless edges, outer and inner corners, plus ready rules: Tiled wang set, Godot 4 TileSet terrains, Unity Rule Tile (editor script), JSON, and a painted preview map. Price: $0.15 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette.. | Not declared |
| sprite_tools_inbetween | Smoother sprite animation: in-between frames from motion between your frames (4 frames to 8 or 12), pixel art stays crisp with no new colours, holds stay holds, loop seam included; sheet, JSON and a before/after GIF. Price: $0.05 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette.. | Not declared |
| sprite_tools_normal_map | Normal map for a sprite or sprite sheet, for 2D lights in Unity URP 2D and Godot: a rounded bevel from the silhouette plus surface detail, alpha kept, OpenGL or DirectX; a height map and a preview lit by a moving light. Price: $0.05 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette.. | Not declared |
| sprite_tools_pack | Pack frames into one atlas (MaxRects) with padding and edge extrusion; TexturePacker JSON and Unity JSON. Price: $0.05 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette.. | Not declared |
| sprite_tools_pixelate | Clean pixel art: find the true pixel grid, downscale to it, snap to a palette, hard alpha. Price: $0.10 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette.. | Not declared |
| sprite_tools_remove_bg | Cut a sprite, prop or character out of its background: exact keying for one-color backgrounds (text and holes too), AI segmentation for busy ones; clean edges with no halo, trimmed, with a pivot. AI mode handles one main subject, not text on photos. Price: $0.05 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette.. | Not declared |
| sprite_tools_slice | Cut a sprite sheet into frames by grid or by transparent gaps; frame PNGs plus a ZIP. Price: $0.05 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette.. | Not declared |
| sprite_tools_video_to_sheet | Turn an animation video or GIF (from Kling, Veo, Sora or a capture) into a sprite sheet: frames at your fps, background removed, every frame aligned to one box and pivot so it does not jitter, the best loop point, TexturePacker JSON, Godot SpriteFrames and a GIF preview. Price: $0.15 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot and Unity rules, slice a sheet into frames, pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette.. | Not declared |
| store_assets_icons | App icons from one square art: iOS 1024 with Contents.json, Android adaptive icon layers at every density plus legacy and Play Store 512, and web favicons with a manifest snippet. Preview with the masks launchers apply. Price: $0.10 USDC via x402, charged only on success. Part of Store assets: Release art from one key art: every Steam store and library capsule at the exact required size with your logo placed per Steam's rules (never on the Library Hero), and full icon sets for iOS, Android adaptive icons, Google Play and the web.. | Not declared |
| store_assets_steam | Every Steam store and library capsule from one key art at the exact required sizes: logo composited per Steam rules, Library Hero without logo, separate transparent Library Logo, page background, a contact sheet and a ZIP. Price: $0.20 USDC via x402, charged only on success. Part of Store assets: Release art from one key art: every Steam store and library capsule at the exact required size with your logo placed per Steam's rules (never on the Library Hero), and full icon sets for iOS, Android adaptive icons, Google Play and the web.. | Not declared |
| store_assets_steam_audit | Check a Steam store page against what Steam rewards: screenshots, trailer, short and long description, GIFs, languages, controller support, achievements, reviews, website; a score out of 100 and a fix for each gap. Price: $0.05 USDC via x402, charged only on success. Part of Store assets: Release art from one key art: every Steam store and library capsule at the exact required size with your logo placed per Steam's rules (never on the Library Hero), and full icon sets for iOS, Android adaptive icons, Google Play and the web.. | Not declared |
| store_assets_stores | One key art and logo to the store images beyond Steam: itch.io cover 630x500, Google Play feature graphic 1024x500, Epic landscape 2560x1440 and portrait 1200x1600; gameplay screenshots fitted to Google Play 1920x1080 and App Store iPhone 6.9", 6.3" and iPad 13" sizes without stretching, no alpha where stores reject it. Price: $0.20 USDC via x402, charged only on success. Part of Store assets: Release art from one key art: every Steam store and library capsule at the exact required size with your logo placed per Steam's rules (never on the Library Hero), and full icon sets for iOS, Android adaptive icons, Google Play and the web.. | Not declared |
| store_assets_trailer | A raw gameplay recording (up to 10 min) to a 16:9 Steam trailer, a 9:16 short and a store GIF: picks the action by motion and sound, skips menus and loading, hook first, cuts on the music's beat, vertical crop follows the action, -14 LUFS, optional end card; plus the edit list. Price: $0.40 USDC via x402, charged only on success. Part of Store assets: Release art from one key art: every Steam store and library capsule at the exact required size with your logo placed per Steam's rules (never on the Library Hero), and full icon sets for iOS, Android adaptive icons, Google Play and the web.. | Not declared |
| texture_tools_atlas | Pack textures into one atlas with edge-filled gutters so mipmaps do not bleed; UV rects for bottom-left (Unity, OpenGL) and top-left (DirectX, Unreal) origins. Price: $0.05 USDC via x402, charged only on success. Part of Texture tools: Turn a picture into a game-ready material: seamless tiling without visible seams or light bands, PBR maps (normal for Unity and Unreal, height, roughness, AO) from one image, channel packing for Unreal ORM and Unity masks, and texture atlases with mip-safe gutters. | Not declared |
| texture_tools_pack | Pack grayscale maps into one texture for an engine preset: Unreal ORM, Unity URP metallic/smoothness, Unity HDRP mask map. Missing maps get sensible constants. Price: $0.05 USDC via x402, charged only on success. Part of Texture tools: Turn a picture into a game-ready material: seamless tiling without visible seams or light bands, PBR maps (normal for Unity and Unreal, height, roughness, AO) from one image, channel packing for Unreal ORM and Unity masks, and texture atlases with mip-safe gutters. | Not declared |
| texture_tools_pbr | PBR maps from one albedo image: normal (OpenGL for Unity/three.js and DirectX for Unreal), 16-bit height, roughness and ambient occlusion, plus a lit preview. Price: $0.15 USDC via x402, charged only on success. Part of Texture tools: Turn a picture into a game-ready material: seamless tiling without visible seams or light bands, PBR maps (normal for Unity and Unreal, height, roughness, AO) from one image, channel packing for Unreal ORM and Unity masks, and texture atlases with mip-safe gutters. | Not declared |
| texture_tools_seamless | Make a texture tile without visible seams: removes baked lighting, hides the seam along the path where the image already matches. Returns the tile and a 2x2 preview. Price: $0.10 USDC via x402, charged only on success. Part of Texture tools: Turn a picture into a game-ready material: seamless tiling without visible seams or light bands, PBR maps (normal for Unity and Unreal, height, roughness, AO) from one image, channel packing for Unreal ORM and Unity masks, and texture atlases with mip-safe gutters. | Not declared |
| vfx_review | Review one VFX clip (video or GIF) like a lead artist: frame strip, greyscale strip, energy curve, timing, white burn-out, contrast, flicker, loop seam, and scores with frame-tied fixes on rng-vfx's six qualities; optional reference to compare. Price: $0.20 USDC via x402, charged only on success. Part of VFX review: Reviews a game effect the way a lead VFX artist would: a numbered frame strip and a greyscale strip, the energy curve, measured timing (arrival, hold, dissipation), white burn-out, value contrast and flicker, and scores with frame-tied notes on the six qualities of rng-vfx. | Not declared |
Change history
- vfx_review: tool added
- store_assets_trailer: tool added
- store_assets_steam_audit: tool added
- sprite_tools_inbetween: tool added
- playtest_run: tool added
- level_design_navmesh: tool added
- audio_tools_beats: tool added
- asset_render_views: input schema changed (+lighting)
- texture_tools_pack: input schema changed
- level_design_revise: description changed (+"by" +"edits: denser or sparser, other assets, remove a kind of prop;" +"It cannot cut an empty area inside a zone or move one object: for that, add a keep-clear zone to the layout and place again.")
- texture_tools_seamless: tool added
- texture_tools_pbr: tool added
- texture_tools_pack: tool added
- texture_tools_atlas: tool added
- store_assets_stores: tool added
- store_assets_steam: tool added
- store_assets_icons: tool added
- sprite_tools_video_to_sheet: tool added
- sprite_tools_slice: input schema changed
- sprite_tools_slice: description changed (+"games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot" +"Unity rules," +"frames,")
- sprite_tools_remove_bg: tool added
- sprite_tools_pixelate: input schema changed
- sprite_tools_pixelate: description changed (+"games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot" +"Unity rules," +"frames,")
- sprite_tools_pack: description changed (+"games: cut sprites out of their background (exact for one-color backgrounds, AI for busy ones), turn animation videos into aligned sprite sheets, make normal maps for 2D lights, build 47-tile autotile sets with Tiled, Godot" +"Unity rules," +"frames,")
- sprite_tools_normal_map: tool added
- sprite_tools_autotile: tool added
- glb_optimizer_optimize_large: description changed (+"Shrink a large GLB (up" +"MB) for web or mobile, same pipeline as optimize: dedup, join, simplify, WebP textures, meshopt or Draco." -"Same as optimize, for GLBs up")
- glb_optimizer_optimize: description changed (+"Shrink" +"(up" +"MB) for web or mobile: dedup, join draw calls, gentle simplify, textures to WebP at")
- glb_optimizer_lod: tool added
- glb_optimizer_inspect: description changed (+"Inspect" +"it: triangles, draw calls, materials, texture memory, animations, glTF validator errors, and" +"suggestions to make it lighter.")
- glb_optimizer_convert: tool added
- glb_optimizer_colliders: tool added
- font_tools_bitmap: tool added
- audio_tools_voice: tool added
- audio_tools_variations: tool added
- audio_tools_loop: tool added
- audio_tools_clean: tool added
- asset_render_views: description changed (+"Render a GLB model to four" +"for thumbnails and previews," +"stats and size.")
- asset_render_turntable: description changed (+"Render a GLB model as a looping" -"Looping")
- Listed (registry)
| Source | Listing | First seen | Last seen | Versions |
|---|---|---|---|---|
| Official MCP Registry | io.github.MRRengi/rengi-forge | 20 Oct 2026 | 28 Oct 2026 | 1 |