mcp-physics-bridge
Supports local Ollama models as an LLM provider, enabling offline or self-hosted AI reasoning and physics intent mapping.
Allows the integration of OpenAI LLM as a provider for probabilistic AI reasoning, translating language prompts into physics intent and animation synthesis.
Exposes Prometheus metrics endpoints for monitoring request counts, memory usage, and service health.
Supports browser-based engines like Three.js via authenticated WebSocket, enabling 60 FPS physics updates and visual visualizer integration.
Provides integration with Unity games via gRPC streaming, enabling real-time physics state exchange and AI-driven physics operations.
Enables Unreal Engine 5 integration through gRPC streams, converting actor data to flat SoA buffers and applying AI-modified physics states.
This server does not currently have a deployable release on Glama. Follow the repository's setup instructions to install and configure it for your MCP client, including any required credentials and local dependencies.
mcp-physics-bridge
Table of Contents
Related MCP server: flash-cast-mcp
Core Highlights
Architecture Overview
+-------------------------------------------------------------+
| Game Engine |
| (Unity / Unreal / Godot / Phaser / Custom) |
+-------------------------------------------------------------+
| ^
| [Native: HTTP/2 gRPC Stream] |
| [Web: WebSocket (Token Auth)] | [Blend Weights /
v | Playback Scale]
+----------------------------------------------------+--------+
| mcp-physics-bridge | |
| v |
| +------------------------+ +-------------------------+ |
| | Data Translation Layer| | AI-to-Rig Synthesizer | |
| | (SoA <-> Scene Tree) | | (Intent / Priority) | |
| +------------------------+ +-------------------------+ |
| | ^ |
| v | |
| +------------------------+ +-------------------------+ |
| | State Authority Guard | | In-Memory Wasm Sandbox | |
| | (Playtest vs Debug) |--->| (AssemblyScript Engine) | |
| +------------------------+ +-------------------------+ |
| | ^ |
| v | |
| +------------------------+ +-------------------------+ |
| | Keyframe RAG Store | | Model Context Protocol | |
| | (SQLite-Vector) | | (BYOK LLM Provider) | |
| +------------------------+ +-------------------------+ |
+-------------------------------------------------------------+Quickstart (Zero Configuration)
You can run mcp-physics-bridge immediately via npx without cloning or manual builds:
# Run stdio MCP server for Claude Desktop, Cursor, or Antigravity
npx -y mcp-physics-bridge --stdio
# Run full multi-protocol server daemon (gRPC + gRPC-Web + WebSocket + MCP)
npx -y mcp-physics-bridgeZero-Friction Developer Experience: No API keys are required to get started. The server automatically falls back to an offline deterministic mock LLM provider and dynamically generates a cryptographically secure 256-bit runtime token (data/.runtime_token) if unconfigured.
AI Editor Integration
Claude Desktop (claude_desktop_config.json)
{
"mcpServers": {
"physics-bridge": {
"command": "npx",
"args": ["-y", "mcp-physics-bridge", "--stdio"],
"env": {
"MCP_PHYSICS_AUTHORITY_MODE": "playtest",
"MCP_PHYSICS_BYOK_PROVIDER": "mock"
}
}
}
}Cursor / Antigravity (~/.cursor/mcp.json or .agy/settings.json)
{
"mcpServers": {
"physics-bridge": {
"command": "npx",
"args": ["-y", "mcp-physics-bridge", "--stdio"]
}
}
}CLI Flags & Daemon Mode
mcp-physics-bridge [OPTIONS]
MODES:
--stdio Run in stdio MCP mode (for Claude Desktop / Cursor)
--all Run full multi-protocol daemon [default]
OPTIONS:
-p, --port <port> WebSocket physics port (default: 8080)
--grpc <port> Native HTTP/2 gRPC streaming port (default: 50051)
--grpc-web <port> gRPC-Web proxy / metrics port (default: 50052)
--env <env> Environment mode: 'development' | 'production'
--fps <number> Target simulation tick rate (default: 60)
-v, --version Print version and exit
-h, --help Show help screenGame Engine Integrations
The examples/ directory contains production-ready client scripts and schemas:
Engine | Protocol | Example Guide | Description |
Unity | HTTP/2 gRPC Stream | C# | |
Unreal Engine 5 | HTTP/2 gRPC Stream | C++ Actor Component converting Actor data to flat SoA. | |
Godot 4 | WebSocket (Token Auth) | GDScript | |
Web (Phaser / Three.js) | WebSocket | Standalone 60 FPS HTML5 Canvas visualizer. |
For instructions on compiling the canonical.proto schemas for C#, C++, GDScript, and Python, see the Client Engine Guide.
Observability & Monitoring
The bridge exposes standard cloud-native health and metrics endpoints on the gRPC-Web port (default 50052):
Health Probe (
GET /healthz):curl http://localhost:50052/healthz{ "status": "ok", "service": "mcp-physics-bridge", "uptimeSeconds": 142.5, "requestsProcessed": 42 }Prometheus Metrics (
GET /metrics):curl http://localhost:50052/metricsExposes
mcp_physics_requests_total,mcp_physics_uptime_seconds,mcp_physics_memory_heap_bytes, andmcp_physics_memory_rss_bytes.
Production Deployment
Environment Variables
Copy .env.example to .env or pass variables to your deployment container:
cp .env.example .envVariable | Default | Description |
|
| Set to |
|
| Native engine HTTP/2 gRPC streaming port. |
|
| Browser gRPC-Web proxy & metrics port. |
|
| Web physics WebSocket port. |
| (auto-generated) | 256-bit cryptographic secret for WebSocket handshake. |
|
| Comma-separated list of allowed CORS origins. |
|
| Maximum concurrent WebSocket connections. |
|
| WebSocket frame size limit. |
|
| HTTP / gRPC-Web request body ceiling. |
|
| BYOK LLM provider: |
Docker & Docker Compose
Run the production multi-stage container with non-root security and healthcheck probes:
# Build and run with Docker
npm run docker:build
npm run docker:run
# Or launch with Docker Compose (includes persistent storage)
docker compose up -dDevelopment & Verification
Scripts Reference
# Run unit and integration test suite (27 test suites, 237 tests)
npm test
# Run tests with V8 code coverage report (>92% coverage)
npm run test:coverage
# Perform TypeScript static type check
npm run typecheck
# Compile AssemblyScript WebAssembly modules
npm run build:as
# Build production TypeScript distribution
npm run build
# Run comprehensive 10-phase manual verification
npm run verifyArchitecture Roadmap
Phase 1: Barebones Scaffolding & Build Contracts
Scaffold folder structure, configurations (
package.json,tsconfig.json,asconfig.json,vitest.config.ts, CI workflow).Define core interfaces and barebones stubs across all subsystems.
Phase 2: Protobuf Schema Definitions & Code Generation
Implement
physics_stream.proto(SoA layout, error status bitmasks).Implement
ai_hooks.proto(Dual-payload, AST diff, diagnostic traces).Implement
animation_stream.proto(Intents, weights, priority tags).
Phase 3: Network & Protocol-Splitting Layer
HTTP/2 gRPC server for native engines (
PhysicsStreamingService,AIHookService,AnimationSynthesisService).Token-handshake secured WebSocket server for web engines with CSWSH protection and timing-safe token validation.
gRPC-Web gateway for sporadic browser hooks with CORS and JSON fallback.
Phase 4: Struct of Arrays (SoA) & Data Translation Layer
Zero-copy TypedArray views (
Float32Array,Uint32Array).Bi-directional SoA $\leftrightarrow$ Hierarchical Scene Tree translator.
Phase 5: AssemblyScript Math Library & In-Memory Wasm Sandbox
Native in-sandbox
Vector3andQuaternionmath library.In-memory
asccompiler pipeline (<10ms execution).Dual-Payload verification (source checksum vs bytecode).
Reflective memory AST diffing and error logging.
Phase 6: State Authority & Validation Rules
Playtest Mode: Soft clamping, micro time-dilation, VFX-masked snaps.
Debug Mode: Strict hard rejection, frame-synchronized error status bitmask.
Phase 7: Context Management & SQLite-Vector RAG
SQLite-Vector embedded database initialization with custom vector similarity functions (
cosine_similarity,l2_distance,dot_product).Deterministic physics state embedder producing 128D normalized unit vectors from scene trees and flat SoA frames.
Selective keyframe event indexer (
collision,goal,state_change,failure) with cooldown throttling to prevent context bloat.Event detection helpers (inter-entity bounding sphere collisions, velocity state changes).
RAG prompt synthesis with token-efficient compact JSON state pruning (
formatRAGPromptContext).
Phase 8: AI-to-Rig Animation Synthesizer
Hybrid Intent-Mapping across 5 standardized genre templates (
Generic,Platformer,FPS,Action RPG,Vehicle), semantic synonyms dictionary, and custom dictionary mappings.Bridge-Side Action Priority Arbitration with multi-track skeletal layers (
Full Body,Lower Body,Upper Body,Additive), priority tag governance (uninterruptible,hit_reaction,death), and time-based action expiration.Opt-In Weight Streaming Calculator with configurable blend curves (
Linear,Smoothstep,S-Curve,Exponential,Instant), transition duration scaling, and strict sum-of-weights invariant $\sum w_i = 1.0$.Root Motion Procedural Playback Scaling with physics authority ($s = v_{\text{actual}} / v_{\text{nominal}}$), 3D/planar velocity decomposition, low-pass EMA smoothing, angular turn scaling, and foot sliding metrics.
Unified
AnimationSynthesizerorchestrator integrated into native HTTP/2 gRPC streaming.
Phase 9: Model Context Protocol (MCP) Server Integration
Standardized
@modelcontextprotocol/sdkintegration with full tool, resource, and prompt registrations.BYOK (Bring-Your-Own-Key) LLM router supporting OpenAI-compatible, Anthropic, Gemini, Ollama, custom proxy, and deterministic offline mock providers.
Complete MCP tool suite:
compile_and_test_physics,validate_physics_frame,deploy_dual_payload_logic,inspect_game_state,query_keyframe_history,inspect_reflective_memory,synthesize_animation,generate_physics_kernel,repair_physics_kernel.Resource endpoints under
physics://:physics://config,physics://server/status,physics://heuristics,physics://math/vector3,physics://math/quaternion,physics://animation/templates,physics://memory/failures.Standard prompts:
game_heuristics_kernel,debug_physics_failure,synthesize_character_animation.
Phase 10: Testing Suite & Verification
Comprehensive unit and integration test suite with Vitest (27 test files, 237 tests, >92% statement and line coverage).
End-to-end service lifecycle integration testing (
PhysicsBridgeService) covering multi-protocol bootstrap and graceful shutdown.Subsystem test coverage across MCP resources, prompts, reflective memory, deep hierarchy inspection, and BYOK LLM routers.
High-throughput 60 FPS performance benchmark validating sub-16ms latency budgets for 10,000 entities in Struct of Arrays (SoA).
Automated CI/CD verification (
.github/workflows/ci.yml) covering TypeScript typechecking, AssemblyScript Wasm compilation, full compilation build, and Vitest coverage reporting.
Community & Governance
Contributing Guide: Setup instructions, architecture standards, and PR guidelines.
Security Policy: Responsible vulnerability reporting and security architecture.
Code Examples: Integration guides and starter scripts for Unity, Unreal, Godot, and Web.
License: Licensed under the Apache License, Version 2.0.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelog…
Related MCP Connectors
Make games with AI: one MCP server that connects your agent to Unity, Unreal and Godot editors.
The game engine built for AI. Any agent makes a multiplayer game and publishes it.
A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal E…
Create, test and play AI-native games through server-authoritative contracts.
Related MCP Servers
- AlicenseNot gradedqualityNot gradedmaintenanceEnables AI agents to interact with and control Roblox Studio instances in real-time through the Model Context Protocol. It provides a unified tool for building, scripting, and manipulating 3D worlds with over 90 operations including instance management and Luau scripting.14 npm-
- AlicenseAqualityDmaintenanceA deterministic video rendering engine that enables AI agents to create programmable, reproducible videos via MCP protocol.1419 npm2MIT
- AlicenseNot gradedqualityBmaintenanceAn MCP server enabling AI agents to author Unreal Engine 5 scenes directly, with tools for spawning actors, building PCG graphs, validating physics, generating terrain, and more through a single MCP connection.13MIT
- AlicenseAqualityBmaintenanceEnables natural language control of NVIDIA Isaac Sim through the Model Context Protocol, allowing you to create robots, build scenes, run simulations, and debug physics from any MCP-compatible IDE.4234 PyPI70MIT