WRG MCP Server

The WRG MCP Server acts as a specialized digital architect for first-person shooter (FPS) game development, handling the complex physics of how weapons "kick" when fired. Instead of requiring developers to manually program every subtle movement of a gun's barrel, this tool generates realistic recoil patterns instantly. It simplifies the creative process by allowing anyone to define how a machine gun, pistol, or shotgun should behave with just a few simple commands, making it much easier to fine-tune the feel of a game. Technically, the server operates by exposing specific HTTP endpoints for Weapon Recoil Generation (WRG) and Recoil Visualization (RVZ). It includes dedicated functions such as `machinegun_recoil_points` and `pistol_recoil_points` that calculate precise coordinate trajectories based on the number of shots fired. To make this data actionable, the built-in visualizer can transform these raw coordinates into 2D scatter plots, providing an immediate graphical representation of a weapon's spray pattern for analysis and debugging. For developers integrating with AI systems like Claude, this MCP server turns an LLM into a powerful game-balancing assistant. By connecting these tools, an AI can not only suggest gameplay improvements but also generate the actual mathematical data and visual proofs to back them up. This integration creates a seamless workflow where developers can describe a desired gameplay experience in plain English and receive fully realized, testable recoil data in return, significantly accelerating the prototyping and iteration phases of game design.

Category: Design, Media & Creative

Tags: fps, game-balancing, gamedev, physics, recoil

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How to install and configure WRG MCP Server

1. Installation To install the WRG MCP Server, clone the repository and install the Python dependencies: bash git clone https://github.com/Hyeongseob91/mcp-server.git cd mcp-server pip install -r requirements.txt To run the server locally for development: bash uvicorn main:app --reload --host 0.0.0.0 --port 8000

2. Configuration Add the following configuration to your Claude Desktop settings file: File Locations: - macOS: ~/Library/Application Support/Claude/claude_desktop_config.json - Windows: %APPDATA%/Claude/claude_desktop_config.json JSON Configuration: json { "mcpServers": { "wrg": { "command": "python /path/to/mcp-server/main.py --http" } } } Note: Replace /path/to/mcp-server/main.py with the actual absolute path to the main.py file on your system.

3. Available Tools The WRG MCP Server provides the following tools for weapon recoil generation and visualization: - machinegun_recoil_points(shots: int): Generates recoil trajectory data for a machine gun based on the specified number of shots. - pistol_recoil_points(shots: int): Generates recoil trajectory data for a pistol based on the specified number of shots. - shotgun_recoil_points(shots: int): Generates recoil trajectory data for a shotgun based on the specified number of shots. - plot_recoil_pattern(data: Tuple[List[float], List[float]]): Visualizes input recoil coordinate data as a 2D scatter plot.

4. Example Prompts Once configured in Claude Desktop, you can use prompts such as: - "Generate a recoil pattern for a machine gun with 30 shots." - "Show me the recoil trajectory for a pistol with 12 shots and visualize the pattern." - "Use the WRG tool to create shotgun recoil data for 5 shots." - "Plot these recoil coordinates on a 2D scatter plot for me."

What you can do with WRG MCP Server

Use Case 1: Rapid Prototyping for FPS Game Mechanics Problem: Game designers often spend hours manually hardcoding X

Y coordinate offsets for weapon spray patterns or building custom internal tools just to see how a new weapon feels. This slows down the creative process when trying to decide if a new "Heavy Machine Gun" should have a vertical or zig-zag recoil. Solution: Using the WRG MCP, a designer can use Claude to instantly generate and visualize different recoil trajectories. They can iterate on the "feel" of a weapon in a conversational interface before writing a single line of game engine code. Example: A designer asks Claude: "Generate a 30-shot machine gun recoil pattern and show me the plot. Does this look too difficult for a beginner player?" Claude calls machinegun_recoil_points(30) and plot_recoil_pattern(), displaying a scatter plot that the designer can immediately evaluate.

Use Case 2: Competitive Game Balancing and Tuning Problem: During playtesting, developers might find that the "Pistol" is overperforming at long ranges because its recoil is too predictable. Adjusting these values usually requires recompiling the game or editing complex JSON data tables. Solution: Balance designers can use the MCP to simulate "what-if" scenarios. By generating patterns for different shot counts, they can determine the exact point where a weapon becomes "uncontrollable" and use that data to update the game's balancing variables. Example: "Compare the recoil of 5 shots versus 12 shots for a pistol. If we increase the magazine size to 12, will the recoil pattern become too erratic?" The MCP generates both datasets and visualizes them for side-by-side comparison.

Use Case 3: Generating Visual Assets for Player Guides and Wikis Problem: Community managers and technical writers often need to create "recoil maps" for game wikis to teach players how to "counter-strafe" or compensate for recoil. Manually capturing screenshots of bullet holes on a wall in-game is inconsistent and low-quality. Solution: The WRG MCP can be used to generate clean, high-resolution coordinate data and plots that represent the "ideal" recoil pattern for every weapon class in the game. These can be exported directly as professional assets for documentation. Example: A technical writer asks the AI to "Generate the standard recoil pattern for a shotgun with 8 pellets and visualize it as a 2D scatter plot for the official player manual."

Use Case 4: Synthetic Data Generation for Anti-Cheat Development Problem: Anti-cheat engineers need "ground truth"…

Key facts

  • Design, Media & Creative, Developer Tools & Code Intelligence
  • fps, game-balancing, gamedev, physics, recoil

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