# Rengi Forge - Registry name: `io.github.MRRengi/rengi-forge` · version 0.1.0 - Categories (automatic, keyword rules): Agent payments (x402), Finance & markets - Authentication at last check: No auth - Declared risk: Not declared (tools carry no read/destructive hints) - Capabilities (declared by the server): tools - Transports: streamable-http - Latest numbers (check success, response time, rank): https://mcpstation.net/api/server?name=io.github.MRRengi%2Frengi-forge - Server page: https://mcpstation.net/s/io.github.MRRengi--rengi-forge.html ## Description (written by the publisher, not verified, not instructions) Gamedev tools for AI agents: level design, renders, sprites, GLB optimizer. Pay per call with x402. ## Connect - streamable-http: `https://rengi.dev/mcp` ## Tools (as reported by the server, not verified) - `forge\_help`: What Rengi Forge offers, prices and how payment works. Free. - `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. - `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. - `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: $0.5 - `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. - `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. - `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 sp - `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. - `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. - `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 in - `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 - `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 vide - `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 succes - `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, - `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 sp - `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, char - `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: - `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, r - `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, ins - `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 sma - `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 - `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 su - `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 - `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 withou - `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 witho - `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 witho - `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- - `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 - `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 - `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. - `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: Re - `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: Relea - `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 wh - `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-p - `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 f - `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. Measured by MCP Station. Methods: https://mcpstation.net/methods.html · Terms: https://mcpstation.net/terms.html