DX12 Engine MCP Server
This MCP server enables AI agents (Claude Code/Codex) to control a running DX12 Engine editor for game development through natural language or programmatic tool calls.
Scene & Entity Management Create, delete, duplicate, rename, parent, and select entities; open, save, create, and validate scenes; spawn prefabs; search entities by name, component type, tags, or spatial bounds.
Transform & Component Editing Set position/rotation/scale; add/remove/modify components (lights, cameras, rigid bodies, colliders, particles, audio, sprites, triggers, network, etc.); inspect component schemas before editing.
Material & Appearance Apply PBR materials (metallic, roughness, base color, UV scale), assign textures, create and assign custom HLSL shaders, configure post-processing (~25+ effects: bloom, vignette, color grading, outlines, glitch, etc.), adjust SSAO, PCSS shadows, and DXR ray-traced shadows/AO.
Lighting & Sky Manage directional/point/spot lights and sun settings; set skybox, IBL environment maps, and lighting presets.
Lua Scripting Create, attach, read, and modify Lua script components; set individual Lua properties at runtime; execute arbitrary Lua code in the live engine context; browse the Lua API reference.
Animation Play skeletal animation clips with crossfade, query animation states and available clips, set FSM parameters to trigger state machine transitions.
Physics & Interaction Perform raycasts and overlap queries (box/sphere); read entity physics state (velocity, grounded status); simulate key presses (down/up/single) and step through frames for gameplay testing.
Camera & Visualization Focus editor camera on any entity; take screenshots (scene view, game view, focused, post-processed); use render debug modes (normals, depth, AO, shadow cascades, etc.); project world coordinates to screen space; compare screenshots photometrically against references.
Terrain & Sculpting Create, generate, sculpt, and erode terrain; paint texture layers by brush, slope, or elevation; create and edit sculpt meshes.
Asset Operations Import, list, move, delete, and preview assets (models, textures, scripts, audio, scenes, prefabs, shaders); spawn models/prefabs from asset paths.
Multiplayer Testing Configure network roles (host/client/offline), launch a local test client, and monitor network status (RTT, bandwidth, connected players, synced entities).
Build & Validate Build the game project to an output folder; validate scene integrity (missing references, broken paths).
Diagnostics & Utilities Ping for connectivity; diagnose shaders, textures, lights, terrain, Lua, and DXR in one call; describe parameter schemas for any tool; undo/redo edits; batch multiple operations in a single request to reduce round-trips.
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@DX12 Engine MCP Servercreate a new cube entity"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
DX12 Engine MCP server
起動中の DX12 Engine エディタを Claude Code / Codex から
叩いてゲームを作るための MCP サーバ。エディタ(C++)が 127.0.0.1:8787 で待ち受ける TCP ブリッジに
改行区切り JSON で繋ぐ。ゲーム(封印ランタイム)ではブリッジは起動しない=外から触れない。
配布リポジトリ: https://github.com/ryuto-alt/dx12-mcp (エンジン本体には同梱されない)
ソース・オブ・トゥルース: エンジンリポジトリの
tools/mcp-server(publish.ps1で dx12-mcp へ同期)必要環境: Node.js v24+(
.tsを型ストリップで直接実行。tsc ビルド不要)、起動中の DX12 Engine エディタ
インストール
git clone https://github.com/ryuto-alt/dx12-mcp "$env:USERPROFILE\dx12-mcp"
cd "$env:USERPROFILE\dx12-mcp"
./install.ps1 # Linux/macOS: ./install.shこれだけで Claude Code と Codex の両方に登録される(手で貼るコマンドは無い)。install スクリプトは
Node v24+ を確認 → npm install + 自己テスト(エンジン不要) → claude mcp add --scope user と
codex mcp add を実行する。CLI が入っていないクライアントの分だけ手順を表示する。
再実行しても壊れない(remove → add で冪等)。あとは Claude Code / Codex を再起動するだけ。
%USERPROFILE%\dx12-mcp に置くと、エディタの「MCP / AI Bridge」窓が自動検出して
セットアップコマンドをワンクリックでコピーできる。
--scope userで登録する。既定のlocalスコープはそのディレクトリでしか使えず、 エンジンは 1 台に 1 つなので project スコープも不適切。
Related MCP server: Unreal Engine MCP Server
接続(自動登録が使えないとき)
Claude Code
claude mcp add dx12-engine --scope user -- node "$env:USERPROFILE\dx12-mcp\index.ts"または .mcp.json(テンプレ: .mcp.json.example):
{
"mcpServers": {
"dx12-engine": {
"command": "node",
"args": ["C:\\Users\\<you>\\dx12-mcp\\index.ts"]
}
}
}注意: 既定では
envにDX12_MCP_PORTを書かないこと。書くとポート自動探索 (%TEMP%/dx12_mcp.port)が無効化される。ポートを固定したい時だけ書く。
Codex (~/.codex/config.toml)
[mcp_servers.dx12-engine]
command = "node"
args = ["C:\\Users\\<you>\\dx12-mcp\\index.ts"]構成
engineClient.ts… TCP フレーミング + id 相関の薄いクライアント(ポートは envDX12_MCP_PORT→%TEMP%/dx12_mcp.port→ 8787 の順で自動解決。別マシンはDX12_MCP_HOST)index.ts… MCP サーバ本体(stdio)。141 ツールを公開(全量はエンジンリポジトリの docs/MCP.md 参照)sceneTools.ts… 地形/スカルプト/診断の引数正規化と共通 zod 部品(純ロジック・エンジン非依存)materialApply.ts…dx12_material_applyの純ロジック(ファイル名からのテクスチャ用途推定、hasOverrideの罠の回避)paramGuard.ts… 未知の引数を黙って捨てず「近い正解」を返す共通部品 + 適用後の読み返し照合schemaDrift.ts…Application.cppと TS スキーマの食い違いを検出するパーサ(schemaDrift.test.tsが使う)lookCompare.ts… 3D の絵の測光(対数輝度ヒストグラム/CCT/彩度/黒潰れ)と参照画像との差分・示唆生成contactSheet.ts… カメラ経路の生成とコンタクトシート合成(連続フレーム差分つき)sceneWrite.ts… シーン JSON の検証・要約・書き出し先の解決(SceneSerializer.cppのスキーマと 1:1)test.ts… mock エンジンで framing/相関/エラーを検証(node test.ts)*.test.ts… 各純ロジックの回帰テスト。npm testで全部、npm run test:offlineでネット不要分のみAGENTS.md… AI エージェント向け運用ガイド(典型ワークフロー・禁止パターン)
ツール(抜粋)
カテゴリ | 主なツール |
エンティティ |
|
コンポーネント |
|
見た目 |
|
Lua |
|
アニメーション |
|
マルチプレイヤー |
|
再生/検証 |
|
シーン編集強化 |
|
アセット操作 |
|
精密ピック |
|
地形 |
|
スカルプト |
|
ライティング |
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描画の切り分け |
|
影 |
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レイトレーシング |
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診断 |
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品質判断 |
|
生成/削除/シーン読込/Play/Stop は遅延同期: エンジンはフレーム境界で実処理し、完了後に
本物の結果(entityId 等)を同期で返す。「name で list して探す」旧パターンは不要。
使い方
エディタ(
DX12Engine.exe)を起動してシーンを開く(ブリッジが 8787〜8797 で待ち受け)AI から
dx12_ping→ 疎通確認dx12_create_entity/dx12_set_component/dx12_attach_lua_componentでシーンを組むdx12_play→dx12_screenshot_final/dx12_get_logで結果を確認
Maintenance
Resources
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Looking for Admin?
If you are the server author, to access and configure the admin panel.
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