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Ebitengine Recorder MCP for Cursor

Ebitengine Recorder MCP for Cursor

Local
github.com/sedyhDeveloper Tools14Updated 69w ago

About Ebitengine Recorder MCP for Cursor

Ebitengine Recorder MCP for Cursor is an MCP server for Ebitengine game projects. It captures build and runtime errors and records selected frames, giving coding agents material to help debug games.

Key features

  1. 01Capture build and launch logs
  2. 02Capture application errors
  3. 03Record a chosen number of frames
  4. 04Set delay between recorded frames

Use cases

  1. 01Inspect build and launch failures
  2. 02Review errors from a running game
  3. 03Record frames to investigate game behavior

MCP support

An stdio MCP server connects editors and agents to an Ebitengine game wrapped with the package. Its tools capture logs, errors, and frame recordings.

Configuration

Local server config is the same for every client. Copy it into your client’s MCP config file.

No install method listed yet

We haven’t collected a package or remote endpoint for this server. Follow the instructions in the project README.

Repository

Tools

No tool list yet

Local servers expose tools only once running on your machine, and the maintainer has not provided a tool list.

Details

From the project README
MCP Server For Ebitengine

Download this package.

go get github.com/sedyh/[email protected]

Wrap your game to record its state.

examples/plain-record/main.go

import "github.com/sedyh/ebitengine-mcp/mcp"

func main() {
  if err := ebiten.RunGame(mcp.Wrap(NewGame())); err != nil {
    log.Fatal(err)
  }
}

And add this config to your mcp servers.

~/.cursor/mcp.json

{
  "mcpServers": {
    "ebitengine-mcp": {
      "command": "go run github.com/sedyh/ebitengine-mcp/cmd/[email protected]"
    }
  }
}
Other editors
VS Code
~/.vscode/mcp.json


    {
      "servers": {
        "ebitengine-mcp": {
          "type": "stdio",
          "command": "go",
          "args": ["run", "github.com/sedyh/ebitengine-mcp/cmd/[email protected]"]
        }
      }
    }
    
Windsurf
~/.codeium/windsurf/mcp_config.json


    {
      "mcpServers": {
        "ebitengine-mcp": {
          "command": "go",
          "args": ["run", "github.com/sedyh/ebitengine-mcp/cmd/[email protected]"]
        }
      }
    }
    

Ask your agent to debug something in your game, you can use example/record as an example.

README image
Available tools
All
  • Capture build and launch logs.
  • Capture app errors.
Record
  • Capture N frames with M delay in milliseconds.
Special cases
  • ✅ DrawFinalScreen
  • ❌ LayoutF
Supported plugins and editors

Feature support matrix: check tools tab.

  • ✅ Cursor
  • ✅ Windsurf
  • ✅ VS Code
  • ✅ Claude Code
  • ✅ Claude Desktop
  • ✅ Cline
  • ✅ Emacs MCP
  • ✅ Neovim MCP
  • ❓ Continue
  • ❓ OpenSumi
  • ❓ TheiaAI
  • ❓ Roo Code
  • ❌ Zed
  • ❌ Trae
Architecture

Your llm-based editor runs a stdio mcp server that provides various tools for working with the game in your project. The editor specifies the settings and location for running the project, and the server assembles it and passes certain flags on startup, which are picked up by the decorator embedded in the game. The decorator listens for requests to run tools, executes them, and returns a response via a reverse connection to the server, after which it closes. The server supplements the response with application logs and adapts the response to the mcp context. The server remains running as long as editor wants.

README image

Commands
test-server, test-client

Checking the operation of a message via a reverse connection based on long polling.

test-cli, test-bin

Testing a universal builder that can run a project from anywhere outside the working directory.

server, client

Testing the work via mcp together with the entire chain of message processing.

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