u/heyImSim

▲ 3 r/mcp

MCP to Add multiplayer/collaboration to your app with one prompt

Hey folks, I've built a bunch of multiplayer games and collaborative apps, and the biggest struggle is always the same: making them collaborative / multiplayer means standing up servers, syncing state, handling rooms and presence. and that part you still have to set up and host yourself. Most just stay single-user because of it.

I built that part as a hosted backend, with an MCP server in front so an agent can deploy to it on its own. You add the server, tell your agent to "make a multiplayer game and deploy it," and you get back a link to share. Whoever opens it lands in the same room. The agent writes the game and the backend handles rooms, live state sync, and a leaderboard, up to 8 players per room (16 with an account).

To try it:

claude mcp add antics -- npx -y antics-mcp

Curious what you'd build with it.

There are Live demos + the copy-paste prompt on Antics. happy to get any any feedbacks !

u/heyImSim — 13 days ago
▲ 22 r/VOXEL+1 crossposts

Am editor for decorating a home for a Tamagotchi-like creature

Hey! I'm building a cozy browser game where you care for a creature (Sims/Tamagotchi territory) and decorate its home. Today I want to show the part players use to make the furniture: voxel editor.

It's early and rough, but a few rendering bits I'd love to show off:

Meshing. Hand-rolled greedy mesher: hidden-face cull, then merge coplanar same-colour faces into bigger quads. Smooth-voxel AO baked into vertex colours (warm-tinted in crevices). The trick I like: it only merges faces whose four AO corners are uniform, so the lit interior collapses to big quads while the crevice fringe stays per-quad. Looks identical to the naive per-face mesh, at a fraction of the triangles.

Draw calls. Voxels group by palette index and merge into per-material meshes (matte, metal, glass, emissive) via vertex colours. A 200-colour model still costs ~one draw call per material. Items bake once on save (cached BufferGeometry keyed by id+version), so re-rendering a room never re-meshes.

Lighting. Day/night system: the window casts a SpotLight + gobo sunbeam that tracks time-of-day, plus god-rays. The "Glow" material is emissive and feeds a bloom pass.

Editor UX . Hybrid: drag to orbit, or flip "layer-lock" to drop a Z-slice plane and constrain painting to that slice (raycast vs plane); unlocked, you raycast against voxel faces. Box/layer/magic-wand select, eyedropper, undo/redo.

Happy to go deep in the comments!

The voxel editor

The game itself

u/heyImSim — 13 days ago