# GripForge > GripForge turns a text prompt into production-ready game assets: rigged and animated characters with their weapons correctly attached, weapons, props, enemies, textures, terrain, VFX, HUDs and complete playable game kits, exported as GLB for Unity, Unreal Engine and Godot. It works from the browser and from AI coding agents (Claude Code, Cursor, any MCP client) through a Model Context Protocol server at https://gripforge.ai/mcp. Key facts: - Output format: GLB (glTF binary), engine-ready; Web (WebP textures) and Engine (PNG textures) variants. - Characters ship rigged with animations; weapons attach to hand sockets automatically. - Mobile-friendly budgets: characters around 8,000 triangles. - Public showcase: 11,000+ community assets at https://gripforge.ai/community, each with its own page. - Free plan available; paid plans are billed by Paddle. Company: JOE ASSISTANT SAS, Paris, France. - Contact: contact@gripforge.ai ## Product pages - [Home](https://gripforge.ai/): what GripForge does, in one page. - [MCP documentation](https://gripforge.ai/mcp-docs): connect Claude Code, Cursor or any MCP client; tool list. - [API reference](https://gripforge.ai/docs): REST endpoints for generation, library and game kits. - [Creature anatomy and rig](https://gripforge.ai/docs#creature-rig): reusable multiview anatomy detection, editable skeleton proposals and persistent Blender manufacture. New private GLB/Blender drafts for review in Character Studio; source assets preserved. - [Pricing](https://gripforge.ai/pricing): free plan, Studio and API plans. - [Community showcase](https://gripforge.ai/community): published characters, weapons, props, textures, VFX and kits. ## Developer guides - [All guides](https://gripforge.ai/docs/guides): usage guides of GripForge's libraries (web export, Godot, C API, writing a kit, modding); also read with the grip-forge docs command and the MCP tool gripforge_docs. - [Putting an exported game in a web page](https://gripforge.ai/docs/guides/web-export): Usage guide: what gripforge game-export writes, serving the folder from your own site (MIME types, relative paths), the options of the page (?logic, ?renderer), updating an export, the messages of the CLI and of the page when the game cannot start, limits, versions. - [Using the Game Kits from Godot (GfGameHost, GfGameView)](https://gripforge.ai/docs/guides/godot): Usage guide of the Godot addon: attach GripForge to your own Godot project (gripforge game-attach, --check, --force, manual_setup_found, export_not_needed; never an export), getting started in five steps without Rust, export a game as a new Godot project (gripforge game-export --target godot: the prebuilt addon is fetched for Windows, macOS and Linux, checked and cached; --platforms, --addon offline, --with-web), supported Godot versions and platforms, what GfGameView draws of the kits (models, clips, camera, lights, module commands) and what it does not, the provisional HUD and hud_data(), every method and signal of GfGameHost (load_game, start, step, inputs, hooks, saves, present_*), errors, limits. - [Using the Game Kits from Unity (GfGameHost, GfGameView)](https://gripforge.ai/docs/guides/unity): Usage guide of the Unity package ai.gripforge.kits: getting started without Rust, export a game as a Unity project (gripforge game-export --target unity: the prebuilt libraries libgfkits and libgfpresent are fetched for Windows, macOS and Linux, checked and cached; --platforms, --capi and --package offline), the project and its first opening, building a player from the command line, what GfGameView draws of the kits and what it does not, the HUD of ui.webui, every method and event of GfGameHost (LoadGame, StartGame, Step, inputs, hooks, saves, Present*), errors, limits. - [Using the Game Kits from Unreal (UGfGameHost, UGfGameComponent)](https://gripforge.ai/docs/guides/unreal): Usage guide of the Unreal plugin GripForgeKits: export a game as an Unreal project (gripforge game-export --target unreal: the prebuilt libraries libgfkits and libgfpresent are fetched and checked, the plugin compiled at the first opening; --capi and --plugin offline), AGfGameMode, UGfGameComponent in your own level (models by slot, input, camera, events, HUD rows), every call of UGfGameHost (game, step, inputs, entities, events, hooks from C++ and Blueprint, saves, presentation), the axes, animation layers, what the Unreal view does not draw yet, limits. - [Using the Game Kits on the desktop (the native player)](https://gripforge.ai/docs/guides/desktop): Usage guide of the desktop export: gripforge game-export --target desktop makes a folder with the prebuilt native player (the Bevy player with the Rust logic of the kits and their presentation modules linked as native code) and the game as data; where the player comes from (release, catalogue, cache, --runtime, error codes), platforms, what the native window shows, the browser engine of the interface (--bundle-web-engine), checking an export without a screen (--replay), publishing the player, limits. - [The C API of the kit host (gfkits.h)](https://gripforge.ai/docs/guides/c-api): Usage guide of libgfkits from C: build and link, a first program, every function with its signature (create from { project, lock }, step, inputs, the zone and its entity rows, events, hooks by C callback, services, registries, saves), the statuses, limits, versions. - [Shadows of your models: modes in the passport](https://gripforge.ai/docs/guides/shadows): Usage guide of the render.shadows module: the shadow modes (auto, enabled, disabled, dynamic, cached, blob, baked), the passport section kits.shadows, archetype defaults, the game keeping only its departures, and how the game copy carries the mode to the four engines. - [Level of detail in your game (render.lod)](https://gripforge.ai/docs/guides/render-lod): Usage guide of the render.lod kit: what it decides (mesh level by the size shown, culling, impostor, shadow, update rate), turning it on, the profiles, categories and tags with their defaults, the frame-time budget, per-entity tags and the passport, how each engine applies the levels, events, service, debug. - [Display optimisation of your game (render.optimize)](https://gripforge.ai/docs/guides/render-optimize): Usage guide of the render.optimize kit: the levers (instancing, merge, cull, streaming, kept static shadows, warm, vat) and their defaults, departures per entity (passport section, rules, tags, setEntity, the hook render.optimize.entity), how each engine applies them, debug. - [The core loop of your game (tick, physics, render)](https://gripforge.ai/docs/guides/core-loop): Usage guide of the loop every game runs on: the three clocks (game tick, physics step, render), the tick of each genre, render and physics Workers on the web, the engines (game.engine decides the loops, the host plugs them on the engine callbacks), and the checks that fail a game or kit (gripforge game-check --loop, gripforge_core_loop_check, kit build, gripforge_game_audit) with their fixes. - [Asking the physics without waiting (orders and tickets)](https://gripforge.ai/docs/guides/physics-async): Usage guide for kits and tests that talk to the physics: reads that never wait, fire-and-forget orders, questions that hand out a ticket (ask_move_character, ask_cast_character, ask_raycast, ask_overlap_sphere, ask_overlap_box) polled with poll_moved / poll_hit / poll_found, the JavaScript form, where the physics runs, counters. - [Reading the kits' memory in place (structures)](https://gripforge.ai/docs/guides/structs): Usage guide of the memory structures: the entity rows and the poses an engine reads in place (gfk_zone, gfk_present_poses, gfk_structs, gfk_copied), the generated accessors for C#, C++, GDScript, Rust and JavaScript, the check at load and its messages, rules for a module in another language. - [Multiplayer for your game (net.* kits, gfnet-server)](https://gripforge.ai/docs/guides/net): Usage guide of the net.* kits: choosing the sync kit (state, claim, authoritative, rollback, async), turning it on, the settings and their defaults, server-side validation hooks, modding limits, events, the gfnet-server program and its flags, what each engine and libgfkits provide, errors. - [Multiplayer web game on the kits (rooms and invitations)](https://gripforge.ai/docs/guides/web-multiplayer): Usage guide: choosing the network model of a web game (claim, authoritative, rollback, state and config.net {model, sync, physics}), keeping it playable alone, opening a room at /play/online/host/?players=N, inviting the other players, previewing and testing before sharing, errors. - [Scenes, levels and content (game.engine)](https://gripforge.ai/docs/guides/scenes): Usage guide of game.engine scenes: scene kinds and roles, next scene and backgrounds, the sceneFlow config (title as a scene, loading, unload, failures), stacked and kept scenes, archetypes and scripts with their verbs, the hooks engine.scene.change, engine.scene.release and engine.scene.failed, events, save, engines. - [Controls and input of your game (input.* kits)](https://gripforge.ai/docs/guides/input): Usage guide of input.actions, input.scheme, input.remap, input.virtualpad and input.pointer_lock: the chain from devices to actions to a control scheme, choosing a scheme by kind of game, settings and defaults, labels of keys, intents and composed actions, hooks, rebinding, the on-screen pad, mouse capture, engines. - [Combat in your game (combat.* kits)](https://gripforge.ai/docs/guides/combat): Usage guide of combat.core and the combat family: the damage pipeline, health, shield, statuses, knockback, settings and defaults, verbs, hooks (combat.damage, combat.death, combat.heal, combat.shield, combat.status.apply), events, and a map of the melee, ranged, ability, duel, turn-based and fighting kits. - [The player character (character.* kits)](https://gripforge.ai/docs/guides/character): Usage guide of the character kits: choosing third-person, first-person, top-down or platformer, roster and forms, settings and defaults, character.control and camera services, events, hooks (character.jump, character.respawn, character.action), engines. - [Enemies in your game (enemy.* kits)](https://gripforge.ai/docs/guides/enemies): Usage guide of enemy.ai, enemy.boss, enemy.horde and enemy.stalker: the enemies document, attacks, allies and teams, boss phases and patterns, waves and noise, the stalker cycle, settings and defaults, verbs, hooks, engines. - [Non-player characters (npc.* kits)](https://gripforge.ai/docs/guides/npcs): Usage guide of npc.core and npc.pedestrian: the NPC document, behaviours, perception, navigation, escorts, the pedestrian crowd, settings and defaults, events, hooks (npc.spawn, npc.switch, npc.respawn, pedestrian.spawn, pedestrian.hit), engines. - [Quests, missions and dialogue (quest.graph, mission.system, npc.dialogue, dialogue.voice)](https://gripforge.ai/docs/guides/quests): Usage guide of missions, quest graphs, NPC dialogue and voiced dialogue: documents, node and step types, rewards, givers and tracking, settings and defaults, hooks, engines. - [Inventory and equipment (inventory.* kits)](https://gripforge.ai/docs/guides/inventory): Usage guide of inventory.basic and inventory.equipment: items, stacks, pick-ups, containers, gear and stats, carry weight, settings and defaults, services, verbs, hooks, engines. - [Money and shops (economy.money, trade.shop)](https://gripforge.ai/docs/guides/economy): Usage guide of economy.money and trade.shop: the balance and its rules, shops, offers, stock and restock, settings and defaults, verbs, hooks (money.earn, money.spend, shop.open, shop.buy, shop.sell), engines. - [Vehicles in your game (vehicle.* kits)](https://gripforge.ai/docs/guides/vehicles): Usage guide of the vehicle kits: driveable cars, entering and exiting, doors, damage, upgrades, boost pads, rival drivers and spaceships; settings and defaults, services, events, hooks, engines. - [Puzzles: beams and circuits (puzzle.* kits)](https://gripforge.ai/docs/guides/puzzles): Usage guide of puzzle.beams and puzzle.circuits: the Rust puzzle engines, configuration, trace, step, sync and resolve commands, limits, composition, engines. - [Sport: ball matches and golf (sport.* kits)](https://gripforge.ai/docs/guides/sport): Usage guide of sport.ball and sport.golf: the field, teams and match rules, the golf course data, shot rules, settings and defaults, services, events, hooks, engines. - [HTML interface over your game (ui.webui)](https://gripforge.ai/docs/guides/ui-webui): Usage guide of ui.webui: the page API, transports, input sharing between the page and the game, settings and defaults, building the page, fragments of presentation modules, events and service, engines and limits. - [Menus, theme, prompts and end screen (ui.* kits)](https://gripforge.ai/docs/guides/ui-screens): Usage guide of ui.menu, ui.theme, ui.prompts, ui.endscreen and ui.cursor: screens, settings and defaults, theme groups and presets, key prompts that follow the bindings, end conditions, recap and credits, the game cursor. - [Large-world terrain (world.terrain)](https://gripforge.ai/docs/guides/world-terrain): Usage guide of world.terrain: a studio map or a seed, settings and defaults, material layers and ground textures, vegetation rules and living coverage, streaming and colliders, edits, service, the terrain.edit hook, scenes, engines. - [Waves of minions (minion.waves)](https://gripforge.ai/docs/guides/minion-waves): Usage guide of minion.waves: the wave state machine, routes and teams, settings and defaults, minion types, recipes, hooks minion.spawn and minion.reward, events, service, save. - [Cinematics and cutscenes (game.cinematic)](https://gripforge.ai/docs/guides/game-cinematic): Usage guide of game.cinematic: authoring a sequence (shots, cast, timeline, cues, acting tracks, spoken lines), settings and defaults, playing from the game, events and hooks, engines. - [Debug inspector of your game (debug.inspector)](https://gripforge.ai/docs/guides/debug-inspector): Usage guide of debug.inspector: what the panel shows, who may open it, settings and defaults, cost, the gripforge.debug/1 API for pages and agents, the debug.open hook, kit modes. - [Environment of your world (world.* kits)](https://gripforge.ai/docs/guides/world-environment): Usage guide of the environment kits: world.lighting, world.daynight, world.weather, world.atmosphere, world.water, world.fluids, world.biomes, world.grass and world.bindings: the map, settings and defaults, services, hooks, modding, engines. - [HUD kits (hud.*)](https://gripforge.ai/docs/guides/hud): Usage guide of the HUD kits: hud.action, hud.open_world, hud.moba, hud.nameplates, hud.minimap and hud.tactical: what each shows, settings and defaults, scenes, modding, engines. - [Game audio (audio.core)](https://gripforge.ai/docs/guides/audio-core): Usage guide of audio.core: buses and player mix, the sound bank, cues from events to sounds, music and ambience, the service, modding, acoustics, engines. - [Texts and languages (i18n.text)](https://gripforge.ai/docs/guides/i18n-text): Usage guide of i18n.text: translation tables, ICU messages with plurals, language choice, settings and defaults, service, adding a language by a mod, engines. - [Save slots (save.persistence)](https://gripforge.ai/docs/guides/save-persistence): Usage guide of save.persistence: slots, quick save and autosave, the Load / Save screen, storage, the save.write and save.load hooks, modding, engines. - [Graphics settings of the player (settings.graphics)](https://gripforge.ai/docs/guides/settings-graphics): Usage guide of settings.graphics: the Graphics tab, options per engine, presets, settings and defaults, rows from other kits, modding. - [Asset loading, cache and metadata (asset.* kits)](https://gripforge.ai/docs/guides/asset-preload): Usage guide of asset.preload, asset.cache and asset.meta: the loading plan in phases, the device cache, asset passports, settings, hooks, modding, engines. - [Navigation and paths (ai.navigation)](https://gripforge.ai/docs/guides/ai-navigation): Usage guide of ai.navigation: layered paths from live collision, the agent, settings and defaults, route and steer, the navigation.plan hook, limits, engines. - [Visual effects of combat (fx.* kits)](https://gripforge.ai/docs/guides/fx-kits): Usage guide of fx.hit_flash and fx.ability_vfx: the flash on a hit, the effect bound to an ability, settings and defaults, services, modding. - [Glossary](https://gripforge.ai/docs/guides/glossary): The words of the docs: KitHost, module, ABI, slot, view, hook, passport… - [Kit API reference](https://gripforge.ai/docs/guides/kit-api): How to read the API reference of a kit (grip-forge kit api , gripforge_gamekit_api) and what it holds. - [Third-party developer guide](https://gripforge.ai/docs/guides/third-party): Modules, mods, UI and games made outside GripForge: SDK, needs, commands, WGSL, caps, assets, fonts, ui.webui, publishing, ABI compatibility. - [Writing a third-party kit (step by step)](https://gripforge.ai/docs/guides/kit-third-party): A kit of game logic of your own, in Rust: kit.json and its source, the common build tool (gripforge kit build on the build base: pinned toolchain, locked crates, structures checked), the two ways a game loads it — isolated in a memory of its own, or trusted in the common memory (trust, kit by kit) —, declaring it (gripforge kit add|verify|list|remove, gripforge_third_party_kit_*: source, sha256, trust, lock), try-kit, web export, what the page says, versions, limits. - [Animal behavior (animal.behavior)](https://gripforge.ai/docs/guides/animal-behavior): Usage guide of animal.behavior: one named instance per animal that decides needs, fleeing, defense, hunting, herding and wandering, with confirmed effects, settings, commands, events, hooks and presets. - [Animal breeding (animal.breeding)](https://gripforge.ai/docs/guides/animal-breeding): Usage guide of animal.breeding: mating eligibility, reserved litters, gestation, deterministic trait inheritance and confirmed births, with settings, commands, events, hooks and presets. - [Animal taming (animal.taming)](https://gripforge.ai/docs/guides/animal-taming): Usage guide of animal.taming: per-handler trust, fear, confirmed feeding and soothing, ownership, bond loss, release and transfer, with settings, commands, events, hooks and presets. - [Asset cache (asset.cache)](https://gripforge.ai/docs/guides/asset-cache): Usage guide of asset.cache: keeping the game files on the player’s device between visits, stores and fallbacks, quota and eviction, settings, services, events and hooks. - [Asset metadata (asset.meta)](https://gripforge.ai/docs/guides/asset-meta): Usage guide of asset.meta: the passport of each asset (real size, orientation, skeleton, colliders, per-kit sections) handed to the other kits as plain data, with the service, the data collection and the engines. - [Drone logistics (automation.logistics)](https://gripforge.ai/docs/guides/automation-logistics): Usage guide of automation.logistics: hubs and drones that carry items between container and machine ports so the player stops being the conveyor, with settings, components, services, events, hooks and conditions. - [Skirmish bots (bots.skirmish)](https://gripforge.ai/docs/guides/bots-skirmish): Usage guide of bots.skirmish: free-for-all bots on foot that keep inside the safe zone, hunt the nearest contestant and shoot in bursts, with settings, the ai.tactical service, events and hooks. - [Rooms and bases (build.modular)](https://gripforge.ai/docs/guides/build-modular): Usage guide of build.modular: structures with the modular.room component have an inside, joined structures form a base, with the service, events, conditions and the base.shelter hook that changes what a room does to survival gauges. - [Building and placement (build.placement)](https://gripforge.ai/docs/guides/build-placement): Usage guide of build.placement: structures as documents placed with a see-through preview, cost and refund, sockets that join pieces, take-down and salvage, with settings, service, events, verbs and hooks. - [Strategy camera (camera.strategy)](https://gripforge.ai/docs/guides/camera-strategy): Usage guide of camera.strategy: a follow or free top-down camera with respawn recenter, map previews, edge and keyboard pan and zoom, with settings, the camera.strategy service, published variables and actions. - [Cards for turn-based fights (cards.deck)](https://gripforge.ai/docs/guides/cards-deck): Usage guide of cards.deck: cards as data, draw/hand/discard/exhaust piles, energy costs, keywords, upgrades, rewards by rarity, settings, the cards.deck service, events and the card.* hooks. - [Accounts and launch through the central server (central.client)](https://gripforge.ai/docs/guides/central-client): Usage guide of central.client: sign up and sign in, the directory of rooms servers, launch() into net.rooms with a signed ticket, settings, events and named errors. - [First-person character (character.first_person)](https://gripforge.ai/docs/guides/character-first-person): Usage guide of character.first_person: the on-foot capsule seen through its eyes, free look with pointer or stick, settings and defaults, camera.look and camera.first_person services, events and the character.* hooks. - [Character transformations (character.forms)](https://gripforge.ai/docs/guides/character-forms): Usage guide of character.forms: transformations with a capability profile, collision size, duration and a bounded stack of previous forms, confirmed by the engine; settings, commands, hooks and limits. - [Platformer character (character.platformer)](https://gripforge.ai/docs/guides/character-platformer): Usage guide of character.platformer: camera-relative platforming with accelerated movement, variable jump height, coyote time, jump buffering and checkpoint respawn; settings and defaults, services, events and the character.* hooks. - [Character roster and selection (character.roster)](https://gripforge.ai/docs/guides/character-roster): Usage guide of character.roster: game-defined characters and roles, team selection and locking, ability slots and bounded resources on top of combat.abilities; settings, the roster_characters collection, services, events and roster.* hooks. - [Top-down character (character.top_down)](https://gripforge.ai/docs/guides/character-top-down): Usage guide of character.top_down: the player seen from above, isometric follow camera, pointer aim with assist, click to move, the character.motor service for dashes and staggers; settings, services, events and hooks. - [Rest points and respawn (checkpoint.rest)](https://gripforge.ai/docs/guides/checkpoint-rest): Usage guide of checkpoint.rest: rest points as data (bonfire, shrine), resting that heals and brings enemies back, the checkpoint, death drop and recovery of money; settings, the rest_points collection, services, events, verbs and hooks. - [Collectible tokens across levels (collect.tokens)](https://gripforge.ai/docs/guides/collect-tokens): Usage guide of collect.tokens: token kinds, placements per level, magnet, respawn rules, wallets and level tallies, thresholds that run actions once; settings, collections, services, events, verbs and hooks. - [Packs and collection (collection.packs)](https://gripforge.ai/docs/guides/collection-packs): Usage guide of collection.packs: packs to buy and open, collectibles by rarity and set, odds, guaranteed slots and pity timers, an album with completion, duplicates; settings, collections, services, events, verbs and hooks. - [Abilities and skills (combat.abilities)](https://gripforge.ai/docs/guides/combat-abilities): Give players, enemies and bosses reusable abilities with costs, cooldowns, conditions, a cancellable windup, active and recovery phases, bounded targeting and effects, driven by a data pack. - [Target-locked attacks (combat.attacks)](https://gripforge.ai/docs/guides/combat-attacks): Attacks that lock a target for MOBA, RTS and tower defense: a cancellable windup, then a melee hit or a homing projectile, with damage exactly at impact. - [Guard, parry and dodge (combat.defense)](https://gripforge.ai/docs/guides/combat-defense): Frame-exact high and low guard, timed parry and dodge, guard points, guard break and chip damage for fighting games, driven by explicit commands. - [Arcade duel, 2.5D (combat.duel)](https://gripforge.ai/docs/guides/combat-duel): A two-fighter arcade fight on one line: frame-timed attacks, guard, jumps, energy special, combos, rounds, reactive AI, local versus or solo. - [Grabs and throws (combat.grabs)](https://gripforge.ai/docs/guides/combat-grabs): One coordinator for all the paired grabs of an arena: hold, timed escape, throw and release, with exclusive participants and optional hold impacts. - [Hit reactions (combat.hit_reactions)](https://gripforge.ai/docs/guides/combat-hit-reactions): Stun, launch and knockdown clocks, landing, getting up and temporary invulnerability for fighting games, driven by explicit commands. - [Target lock-on (combat.lockon)](https://gripforge.ai/docs/guides/combat-lockon): Lock the camera and body on the most relevant enemy, switch targets with a key, and break the lock when the target dies, leaves or goes out of sight. - [Timed melee strikes (combat.melee)](https://gripforge.ai/docs/guides/combat-melee): Arc, circle and line strikes with a visible windup, an active window that hits each target once through combat.damage, and a recovery, for players, enemies and traps. - [Move clocks and input buffer (combat.moveset)](https://gripforge.ai/docs/guides/combat-moveset): Move definitions with frame clocks, a bounded input buffer, directional motion commands and hit or block confirmed cancels for fighting games. - [Projectiles (combat.projectiles)](https://gripforge.ai/docs/guides/combat-projectiles): Linear or ballistic projectiles with swept contacts, trails, homing, bounces, area damage, chain jumps, mines, returning throws and an on-hit status. - [Guns and ranged fire (combat.ranged)](https://gripforge.ai/docs/guides/combat-ranged): Usage guide of combat.ranged: hitscan or projectile guns with magazines, reload, fire rate, spread, falloff, charge, beams, jets and sentries, the guns collection, settings and defaults, service, events, hooks and verbs. The shared damage rules are in the combat guide. - [Stamina in your game (combat.stamina)](https://gripforge.ai/docs/guides/combat-stamina): Usage guide of combat.stamina: a stamina gauge for the player spent by attacks, dashes, guards and sprint, regeneration after a delay, the exhaustion state, settings and defaults, service, events, hooks (stamina.spend, stamina.exhaust) and the script verbs. - [Threat and aggro (combat.threat)](https://gripforge.ai/docs/guides/combat-threat): Usage guide of combat.threat: per-enemy threat tables fed by combat events, healing threat, target hysteresis and timed taunts, settings and defaults, service, commands, hooks and events. - [Turn-based combat (combat.turns)](https://gripforge.ai/docs/guides/combat-turns): Usage guide of combat.turns: a turn-based encounter engine with energy, enemy intents and move patterns, statuses with stacks, a data language of effects, driven fights, settings and defaults, collections, events, hooks and verbs. - [Weak points and armor parts (combat.weakpoints)](https://gripforge.ai/docs/guides/combat-weakpoints): Usage guide of combat.weakpoints: localized armor, exposure windows and part health for bosses and monsters, the hit and resolve protocol, settings and defaults, service, events, hooks and a worked example. - [Companions that follow and obey (companion.control)](https://gripforge.ai/docs/guides/companion-control): Usage guide of companion.control: follow, hold and move orders for an ally bound to an owner, formation and pacing settings, recovery requests, possession, the companions collection, service, events, hooks and verbs. - [Drop-in co-op (coop.session)](https://gripforge.ai/docs/guides/coop-session): Usage guide of coop.session: drop-in, drop-out co-op for 1 to 4 players in one world, room codes, personal or shared loot, downed state and revive, difficulty by player count, settings and defaults, service, events, hooks and variables. - [Crafting recipes (craft.recipes)](https://gripforge.ai/docs/guides/craft-recipes): Usage guide of craft.recipes: recipes with inputs, outputs and a time, made by hand or at stations, locked recipes, the craft screen, the recipes collection, settings and defaults, service, events, hooks and verbs. - [Paint and patterns (custom.paint)](https://gripforge.ai/docs/guides/custom-paint): Usage guide of custom.paint: colours and patterns on named parts of the character, buildings, vehicles and any paintable entity, palettes, locked patterns, presets, the paint screen, settings and defaults, service, events, hooks and verbs. - [Defense towers (defense.towers)](https://gripforge.ai/docs/guides/defense-towers): Usage guide of defense.towers: towers with tiers built on build spots with money, upgrades, selling, targeting modes, splash and statuses, the defense_towers and defense_spots collections, settings and defaults, service, events, hooks and verbs. - [Wave defense in your game (defense.waves)](https://gripforge.ai/docs/guides/defense-waves): Usage guide of defense.waves: paths, enemies and scripted waves, lives and leaks, early call bonus, settings and defaults, service, events, verbs and hooks. - [Desktop game updates](https://gripforge.ai/docs/guides/desktop-launcher): Publish signed desktop updates or let the store update its installation. - [Voiced dialogue and lip sync (dialogue.voice)](https://gripforge.ai/docs/guides/dialogue-voice): Usage guide of dialogue.voice: recorded voices with lip sync driven by the audio clock, rigs, settings and defaults, service, events and the voice.play hook. - [Fullscreen in your game (display.fullscreen)](https://gripforge.ai/docs/guides/display-fullscreen): Usage guide of display.fullscreen: enter, leave and toggle fullscreen, an optional key chosen by the game, start in fullscreen, refusals and retries, settings and defaults, service, events. - [Air drop and parachutes (drop.parachute)](https://gripforge.ai/docs/guides/drop-parachute): Usage guide of drop.parachute: a carrier crossing the map, jumps, free fall, parachutes and landings, settings and defaults, the drop.air service, events and the drop.jump and drop.land hooks. - [Room encounters with waves (encounters.waves)](https://gripforge.ai/docs/guides/encounters-waves): Usage guide of encounters.waves: fights as data, telegraphed waves at spawn points, the next wave when the last is cleared, settings and defaults, the start_encounter verb, events and the encounter.start hook. - [Boss fights (enemy.boss)](https://gripforge.ai/docs/guides/enemy-boss): Usage guide of enemy.boss: bosses as data, health-gated phases, telegraphed patterns (slam, sweep, lunge, nova, summon), a scripted end instead of a death, the boss bar in the interface with its title card, boss bar variables, events and hooks. - [Zombie hordes (enemy.horde)](https://gripforge.ai/docs/guides/enemy-horde): Usage guide of enemy.horde: horde types as data, ambient shamblers, growing waves, noise that attracts, infection, end rules, settings and defaults, service, events, verbs and hooks. - [An unkillable hunter (enemy.stalker)](https://gripforge.ai/docs/guides/enemy-stalker): Usage guide of enemy.stalker: a persistent hunter that roams, listens, chases, withdraws and comes back, settings and defaults, service, events, verbs and hooks. - [Kits and your engine, both ways: call a kit, listen to it, plug in your own brick](https://gripforge.ai/docs/guides/engine-interop): Usage guide for Godot, Unity, Unreal and native developers: call any kit service, receive kit events and hooks, read their values in place without JSON, and serve a capability from your engine in place of a kit (your own terrain answers world.ground, the third-person kit stands on it), with the contract of the services each kit consumes. - [Factions and reputation (faction.system)](https://gripforge.ai/docs/guides/faction-system): Usage guide of faction.system: named factions, a hostility and alliance matrix, the clamped reputation of the player, settings and defaults, the faction.relations service, events, verbs and the faction.adjust hook. - [Farming and crops (farming.crops)](https://gripforge.ai/docs/guides/farming-crops): Usage guide of farming.crops: plots, tilling, planting, watering, growth stages over game time, harvest and regrowth, seasons, settings and defaults, service, events, verbs and hooks. - [Fishing (fishing.rod)](https://gripforge.ai/docs/guides/fishing-rod): Lets the player cast a line over water, strike when a fish bites and reel it in without snapping the line, with the catch drawn from a fish table by zone, hour, weather and rarity. - [FPS ability backend (fps.abilities)](https://gripforge.ai/docs/guides/fps-abilities): Connects the combat.abilities kit to the offline first-person match, so abilities deal damage, heal, check line of sight, pay their costs and play synchronized cues through the match rules. - [FPS Classes & Armory (fps.armory)](https://gripforge.ai/docs/guides/fps-armory): Adds classes, a weapon workshop with validated attachments and perks, grenades, fire modes and a persistent career to the shared first-person match; web only. - [FPS Team Deathmatch (fps.deathmatch)](https://gripforge.ai/docs/guides/fps-deathmatch): Provides team deathmatch rules on the shared first-person match: score or time victory, respawns chosen for cover and distance, spawn protection, free loadout and health recovery. - [FPS Private Multiplayer (fps.network)](https://gripforge.ai/docs/guides/fps-network): Runs the first-person match as a private online game: a 60 Hz server simulation, client prediction and reconciliation, bounded hit rewind, reconnect tokens and bots that fill empty seats. - [Tactical FPS (fps.tactical)](https://gripforge.ai/docs/guides/fps-tactical): Plays a native tactical first-person match: movement, hitscan weapons, teams, bots, an economy, plant and defuse, and round transitions. - [Ability Effects (fx.ability_vfx)](https://gripforge.ai/docs/guides/fx-ability-vfx): Plays a library effect when an ability fires, on the caster, ahead of it or on the targeted area, turned the way the caster faces. - [Endings (game.endings)](https://gripforge.ai/docs/guides/game-endings): Defines several endings chosen by what the player did, each a condition with a title and a text, and ends the game on the end screen when a final one is reached. - [Platform traps (hazard.traps)](https://gripforge.ai/docs/guides/hazard-traps): Adds timed platform traps as data: spikes, flame jets, crushers, falling platforms, bouncers, conveyors and rotating bars, where a hit sends the player back to the checkpoint. - [Horror sanity (horror.sanity)](https://gripforge.ai/docs/guides/horror-sanity): Turns dread into a gauge that drains in the dark and when something hunts the player, and recovers in light and safe rooms, with stages that drive vignette, heartbeat and distortion effects. - [Mini-map (hud.minimap)](https://gripforge.ai/docs/guides/hud-minimap): Draws a world-space mini-map with overview or player-follow views, north-up or heading-up, zoom, routes, coloured entity markers and objectives, and reports clicks on the map to the game. - [MMO group HUD (hud.mmo)](https://gripforge.ai/docs/guides/hud-mmo): Shows an MMO-style group interface: action bar, party health and roles, selected target, target of target and a combat log. - [MOBA HUD (hud.moba)](https://gripforge.ai/docs/guides/hud-moba): Shows the on-screen interface of a lane game: score and clock, the hero bar with abilities, level, health and mana, items, the shop, allied frames, the kill feed and announcements. - [Hero nameplates (hud.nameplates)](https://gripforge.ai/docs/guides/hud-nameplates): Draws hero nameplates above characters in a lane game: name, level badge, segmented health bar and a separate mana bar, at a constant screen size and with no image assets. - [Open-world HUD (hud.open_world)](https://gripforge.ai/docs/guides/hud-open-world): Shows the overlay of an open-world game: current objective, wanted stars, speedometer, interaction prompt, money and toast notifications, each bound to game variables published by other kits. - [Tactical HUD (hud.tactical)](https://gripforge.ai/docs/guides/hud-tactical): Composes an editable tactical HUD: roster, clock, health, equipment, objectives, round results and spectator view, presentation only, with data supplied by the game. - [Input actions (input.actions)](https://gripforge.ai/docs/guides/input-actions): Gives the game named input actions that work on keyboard, gamepad and touch: movement axes, sprint, jump, interact and enter or exit, with per-project overrides of any kit's actions. - [Mouse capture (input.pointer_lock)](https://gripforge.ai/docs/guides/input-pointer-lock): Captures the mouse for games that look around with it, hiding the pointer and sending its relative movement to the camera kits, and gives it back when nobody wants it, in pause or in menus. - [Key remapping (input.remap)](https://gripforge.ai/docs/guides/input-remap): Lets the player rebind the game's input actions: keyboard and mouse controls, gamepad buttons, whole sticks, press-a-key capture and conflict handling, saved for the player. - [Virtual gamepad (touch) (input.virtualpad)](https://gripforge.ai/docs/guides/input-virtualpad): Shows an on-screen gamepad for touch screens, fully data-driven: sticks, buttons and d-pads placed per orientation, grouped in layouts switched at run time, feeding input.actions like a physical gamepad. - [Interaction feedback (interaction.feedback)](https://gripforge.ai/docs/guides/interaction-feedback): Makes interactions visible without deciding any of them: the designated object lights up, nearby interactive objects get a discreet hint, and an attached prompt shows the action and the key of the active device. - [Interaction system (interaction.system)](https://gripforge.ai/docs/guides/interaction-system): Registers world entities as interactive, finds the closest one in reach of the player, shows its prompt with the player's own key, handles slow holds and refuses with a reason when a thing is locked or too far. - [Telekinesis (interaction.telekinesis)](https://gripforge.ai/docs/guides/interaction-telekinesis): Lets the player grab objects at a distance, hold them with bounded spring-and-damper forces, throw them and pay an energy cost, while the engine keeps the bodies and collisions. - [Equipment (inventory.equipment)](https://gripforge.ai/docs/guides/inventory-equipment): Adds worn gear: equipment slots, a collection of gear with weight and stats, equip and unequip from the inventory, worn stats applied to combat and a carry weight that slows an overloaded player. - [Launch pad (launch.pad)](https://gripforge.ai/docs/guides/launch-pad): Sends big one-shot projects from a pad, such as a rocket or an expedition: a launch is a document with a cost, a flight time and what it does on arrival, like changing a world counter or running actions. - [Ecosystem (life.ecosystem)](https://gripforge.ai/docs/guides/life-ecosystem): Lets the player put living species on a world that then live by rules: each species has needs by biome, dependencies, growth and spread, and colonies grow toward the capacity of their biome. - [Genetics (life.genetics)](https://gripforge.ai/docs/guides/life-genetics): Lets the player collect genes and give them to living species: a trait gene changes a species and all its colonies, widening a need or changing growth, size, colour or effect on the world. - [Flashlight (light.flashlight)](https://gripforge.ai/docs/guides/light-flashlight): Gives the player a flashlight to switch on and off: a beam that lights what it points at, a battery that drains while it is on, batteries to find in the world and a flicker when it runs low. - [Ground loot and chests (loot.ground)](https://gripforge.ai/docs/guides/loot-ground): Scatters loot over the map when the game starts and places chests to open: items are drawn from a weighted loot table at random places within a radius, and a chest throws a few items around it when opened. - [Lore journal (lore.journal)](https://gripforge.ai/docs/guides/lore-journal): Lets the player find logs, letters and recordings in the world and keep them in a journal, grouped in series with shown progress, where reading an entry can unlock a recipe, a research or a door. - [Machines (machines.production)](https://gripforge.ai/docs/guides/machines-production): Adds machines that work on their own: each turns inputs into outputs on a cycle, makes or uses power on a shared grid and can push world counters such as oxygen, heat or pollution. - [Knockout match (match.knockout)](https://gripforge.ai/docs/guides/match-knockout): Runs a last-one-standing match on foot or in vehicles: contestants have lives, lose one by falling, leaving a radius, being expelled by a zone or dying, and come back on a circle until none are left. - [Mission system (mission.system)](https://gripforge.ai/docs/guides/mission-system): Runs data-driven missions and trigger rules as a step machine over objectives such as go to, wait, interact, event and escape a zone, with conditions, actions, rewards and zone markers. - [MOBA hero controls (moba.hero)](https://gripforge.ai/docs/guides/moba-hero): Provides lane-game hero controls: click to walk or attack, attack-move, ability keys cast toward the cursor with mana and cooldowns, blink, heal, stop and a recall that damage interrupts. - [MOBA lanes (moba.lanes)](https://gripforge.ai/docs/guides/moba-lanes): Runs a lane match with minion waves, towers, inhibitors, a nexus, jungle camps, bots, gold, farming, levels, respawns and a fountain, on a full five-versus-five map or shorter arenas. - [Mounts (mount.ride)](https://gripforge.ai/docs/guides/mount-ride): Adds rideable creatures: a mount is a document with walk, trot and gallop speeds, turning, stamina, jump and saddlebags; the player walks up to ride, dismounts with the same key and whistles to call it. - [Powered movement (movement.boost)](https://gripforge.ai/docs/guides/movement-boost): Provides powered movement with a flat boost or an opt-in 3D jetpack thrust, bounded fuel, throttle, recharge and a speed limit, from one shared Rust core. - [Dash (movement.dash)](https://gripforge.ai/docs/guides/movement-dash): Adds a quick dodge: a short burst of movement through the character motor with an invulnerability window, charges that recharge over time and hooks for boons. - [Free flight (movement.flight)](https://gripforge.ai/docs/guides/movement-flight): Lets the character fly: take off, climb, dive, cruise where the camera looks, boost and land, with an optional flight stamina that drains in the air and recovers on the ground. - [Grapple and swing (movement.grapple)](https://gripforge.ai/docs/guides/movement-grapple): Adds anchor-and-rope traversal with slack and taut ropes, steering, moving anchors, bounded reeling and a release that keeps momentum, from one shared Rust core. - [Rail traversal (movement.grind)](https://gripforge.ai/docs/guides/movement-grind): Adds movement along rails: attaching, speed and slope acceleration, braking, looping, switching to a nearby rail and jumping off, from one shared Rust core. - [Movement modes: fly, swim, glide, space and your own](https://gripforge.ai/docs/guides/movement-modes): The movement modes of the controlled character (first and third person): walk, fly, swim, glide, space and the game's own modes as parameter sets of the same controller; enable and tune them, listen to character.mode, refuse or redirect a change with the hook, add a mode from config, data or code, read the mode in place from an engine. - [Climbing, swimming and gliding (movement.traversal)](https://gripforge.ai/docs/guides/movement-traversal): Lets the on-foot character explore freely: climb steep surfaces, wall jump, pull up over ledges, swim, glide and slide down slopes, with one shared stamina pool and a gauge. - [Network: asynchronous multiplayer (ghosts, replays, async PvP, boards) (net.async)](https://gripforge.ai/docs/guides/net-async): Supports asynchronous multiplayer with nobody online at the same time: record a run, upload it, and let other players race it as a ghost, replay it or compete on boards. - [Network sync: authoritative server (Source-style) (net.authoritative)](https://gripforge.ai/docs/guides/net-authoritative): Provides server-authoritative multiplayer: a fixed server tick, user commands, client prediction and reconciliation, interpolation of remote entities, lag-compensated hits and delta snapshots. - [Network sync: claim (distributed authority) (net.claim)](https://gripforge.ai/docs/guides/net-claim): Shares authority between players by claim: each client simulates the objects it has claimed, such as its avatar or a car it drives, while the server only arbitrates and everything else is shown interpolated. - [Shared Multiplayer Lobby (net.lobby)](https://gripforge.ai/docs/guides/net-lobby): Provides a private waiting room for any genre: nickname, connected roster, ready flags, host migration and a server-validated start, announced with lobby.started so a game adapter can begin its own simulation. - [Network physics: shared deterministic simulation (net.physics)](https://gripforge.ai/docs/guides/net-physics): Shares one deterministic rigid-body simulation between the server and every client, with boxes, spheres, capsules, ground, gravity, collisions, forces and impulses that run identically everywhere. - [Network sync: rollback / lockstep (deterministic) (net.rollback)](https://gripforge.ai/docs/guides/net-rollback): Synchronises peers by inputs only: they run the same deterministic simulation, either predicting remote inputs and re-simulating on a misprediction (rollback) or waiting for every input of a frame (lockstep). - [Rooms Service (presence, challenges, one server per match) (net.rooms)](https://gripforge.ai/docs/guides/net-rooms): Provides an always-on rooms service in front of match servers: presence, optional login with the game's own token, a directory of players and matches, expiring one-to-one challenges and one server per match. - [Network sync: shared state (server-validated actions) (net.state)](https://gripforge.ai/docs/guides/net-state): Syncs a shared, versioned state through server-validated actions, with no simulation tick: turn-based and board games, card games with hidden hands, party games, lobbies and persistent data. - [The network transport of your game (net.transport)](https://gripforge.ai/docs/guides/net-transport): Usage guide of net.transport: the session layer under every net.* sync kit (WebSocket, WebRTC, direct IP), its settings and defaults, the session service, events, variables and the errors a bad config gives. - [Zones, admission and transfers for an online world (net.zones)](https://gripforge.ai/docs/guides/net-zones): Usage guide of net.zones: a trusted server coordinator that admits players into zones, binds them to a network peer, checks every command (epoch, sequence, budget, target) and moves players between zones by ticket. - [Talking to NPCs (npc.dialogue)](https://gripforge.ai/docs/guides/npc-dialogue): Usage guide of npc.dialogue: dialogue documents, typed lines, up to four choices that run actions, the talk_to mission step, settings and defaults, the dialogue.lines service, events, hooks and the HUD variables. - [A crowd of pedestrians for your city (npc.pedestrian)](https://gripforge.ai/docs/guides/npc-pedestrian): Usage guide of npc.pedestrian: ambient civilians on the sidewalks of a road network, fleeing fast vehicles, hit and knocked down by cars; settings and defaults, the pedestrian.ai service, the npc.hit event, the spawn and hit hooks, per-scene crowds. - [Party sessions of short rounds (party.rounds)](https://gripforge.ai/docs/guides/party-rounds): Usage guide of party.rounds: a session of mini-game rounds defined as data (goal, arena, pickups, finish, hazards, pushes) played by 2 to 8 local players and bots, with points, results, podium, settings, the party.session service, events and hooks. - [A photo mode for your game (photo.mode)](https://gripforge.ai/docs/guides/photo-mode): Freeze the game, fly a free camera around the player, change field of view, roll, exposure and filter, hide the HUD and capture a picture. - [Presentation modules as a native library (libgfpresent)](https://gripforge.ai/docs/guides/present-native): Usage guide of libgfpresent: the C interface that runs the presentation module of every kit as native code for a native host, with the same bytes as the web modules. - [Levels, attributes and skills (progression.levels)](https://gripforge.ai/docs/guides/progression-levels): Experience, a level curve, attribute and skill points, skill trees as data, and the summed stats other kits read. - [Switches, plates and logic gates (puzzle.circuits)](https://gripforge.ai/docs/guides/puzzle-circuits): Bounded signal graphs for puzzles: switches, pressure plates, and/or/xor/not gates, delays, pulses and latches that open doors. - [Kart races with laps, drifts and items (race.kart)](https://gripforge.ai/docs/guides/race-kart): A complete kart race: grid, countdown, ordered laps and checkpoints, drift mini-turbos, boost pads, item crates, bot rivals, standings and hooks to change any rule. - [Advanced lighting in your game (render.raytrace)](https://gripforge.ai/docs/guides/render-raytrace): Usage guide of the render.raytrace kit: declare an advanced lighting mode (global illumination, ray tracing) once for every engine, its profile, the raster changes while it is active, the history resets, the hook and the raster fallback. - [One quality tier and one look for the whole game (render.realism)](https://gripforge.ai/docs/guides/render-realism): Pick a quality tier and a lighting look once; the kit configures world.lighting and render.lod to match. - [Research and discoveries in your game (research.samples)](https://gripforge.ai/docs/guides/research-samples): Usage guide of research.samples: samples studied at a lab, weighted seeded draws of findings that run actions, a codex, settings, service, events, hooks and moddable collections. - [Automated extraction in your game (resource.extraction)](https://gripforge.ai/docs/guides/resource-extraction): Usage guide of resource.extraction: drills and pumps that draw from a resource node, the extractor component, settings, service, events and hooks. - [Gatherable resources in your world (resource.nodes)](https://gripforge.ai/docs/guides/resource-nodes): Usage guide of resource.nodes: ore veins, bushes and crystals that give items, need tools, run out and grow back; seeded scatter, service, events, hooks and the resource_nodes collection. - [A computer opponent for strategy skirmishes (rts.ai)](https://gripforge.ai/docs/guides/rts-ai): Usage guide of rts.ai: data plans (easy, normal, hard) that play an rts.production faction by the player's own rules, the difficulty setting, service, wave event and the ai.attack, ai.build and ai.defend hooks. - [Base building and economy for strategy skirmishes (rts.production)](https://gripforge.ai/docs/guides/rts-production): Usage guide of rts.production: the map, per-faction stocks and supply, buildings placed and raised by workers, training queues with rally points, match end, data collections, service, events and hooks. - [Roguelite runs on a branching map (run.map)](https://gripforge.ai/docs/guides/run-map): A seeded roguelite run: maps of fights, elites, rests, shops and events, relics as data, gold, rewards and the end of the run, built on combat.turns and cards.deck. - [Online character persistence (save.online)](https://gripforge.ai/docs/guides/save-online): Submit authoritative read and commit requests through save.backend, take their answers once, and keep typed character profiles (bind, reward once, level) in the game save. - [Shared memory and kit modules (no copies, tick to frame)](https://gripforge.ai/docs/guides/shared-memory): Usage guide for kit developers: one memory and one allocator for the core and every kit module, state read in place in the zone's entity rows and declared columns, published columns instead of service calls, page and HUD subscriptions (host.shared), Workers that never wait, the fallback without SharedArrayBuffer, allowed exceptions, and how to check for copies (F3, loader counters). - [Groups and raids (social.party)](https://gripforge.ai/docs/guides/social-party): Create parties, invite, accept, promote, assign roles and raid subgroups, with invitations that expire on the fixed step, hooks to veto decisions, and a lookup of an actor's group. - [Spawning entities from data (spawn.system)](https://gripforge.ai/docs/guides/spawn-system): Place entities in the world from the spawns collection, spawn.request events and scenes: spawn points, a cap on live entities, timed respawn, hooks to change or veto a spawn. - [A golf round on a course written as data (sport.golf)](https://gripforge.ai/docs/guides/sport-golf): Play a golf round on a course described as data: holes, surfaces, a bag of clubs, wind, a two-step swing, one to four local players and bots, a scorecard, hooks and events. - [Stealth perception (stealth.detection)](https://gripforge.ai/docs/guides/stealth-detection): Usage guide of stealth.detection: guards, creatures and cameras that see through a vision cone, light and cover and hear noises, with suspicion, four awareness states, light and cover volumes, settings, service, events and hooks. - [Stealth takedowns and hiding (stealth.takedown)](https://gripforge.ai/docs/guides/stealth-takedown): Usage guide of stealth.takedown: silent takedowns from behind, carrying, dropping and stowing bodies, hiding spots for the player, settings, service, events and hooks. - [Storage containers (storage.containers)](https://gripforge.ai/docs/guides/storage-containers): Usage guide of storage.containers: chests, crates and silos with slots, stacks and accepted items, a world side for scripts and machines, a player side against the bag, the storage screen, settings, events and hooks. - [Survival needs (survival.needs)](https://gripforge.ai/docs/guides/survival-needs): Usage guide of survival.needs: named gauges (oxygen, water, food, warmth, sanity) that drain, hurt at zero and come back from items, world sources, rest and other kits, with stages, settings, service, events and hooks. - [Grid tactics battles (tactics.grid)](https://gripforge.ai/docs/guides/tactics-grid): Usage guide of tactics.grid: turn-based tactical battles on a grid with terrains, levels, unit types, skills, a data-driven enemy AI, victory and defeat conditions, settings, data collections, service, events and hooks. - [Rewind gameplay (time.rewind)](https://gripforge.ai/docs/guides/time-rewind): Usage guide of time.rewind: a bounded history of complete scene snapshots with an atomic restore through a scene provider, settings and defaults, service methods, verbs, hooks (time.rewind.request, time.rewind.restore), events. - [Merchants and shops (trade.shop)](https://gripforge.ai/docs/guides/trade-shop): Usage guide of trade.shop: shops as data (offers, stock, prices), merchants in the world, buying and selling against the balance and the inventory, restocking, settings and defaults, service methods, verbs, hooks (shop.open, shop.buy, shop.sell), events, refusal reasons. - [Civilian traffic (traffic.system)](https://gripforge.ai/docs/guides/traffic-system): Usage guide of traffic.system: AI-driven civilian cars on the road graph, right-hand lanes, turns, crossings, braking, a recycling pool around the player, settings and defaults, service methods, the traffic.spawn hook, events. - [Travel between worlds (travel.worlds)](https://gripforge.ai/docs/guides/travel-worlds): Usage guide of travel.worlds: destinations backed by engine scenes, shuttles, costs, timed trips, locked destinations, a state parked per world, settings and defaults, service methods, verbs, hooks (travel.depart, travel.unlock, travel.open), events. - [Game cursor, order markers and rings (ui.cursor)](https://gripforge.ai/docs/guides/ui-cursor): Usage guide of ui.cursor: the game cursor and its modes, the ground marker left by a click order, rings under characters, settings and defaults, service methods, variables, the pointer.command and fx.ground_marker events. - [End screen, recap and credits (ui.endscreen)](https://gripforge.ai/docs/guides/ui-endscreen): Show a victory, defeat or game-over screen with a recap, Play again, Main menu and Credits buttons and scrolling credits; choose what ends the game, which stats to list and which texts to show. - [Key prompts that follow the controls (ui.prompts)](https://gripforge.ai/docs/guides/ui-prompts): Show prompts such as [E] Open door or [A] Continue whose key comes from the live bindings and the device in use: the context row, the help bar, tutorial prompts pushed from a script. - [Interface theme as data (ui.theme)](https://gripforge.ai/docs/guides/ui-theme): Give the whole game interface one look: colour roles, typography, shapes, key glyphs and images, a complete preset in one value, and a theme you can change while the game runs. - [Selectable units that take orders (units.command)](https://gripforge.ai/docs/guides/units-command): Real-time strategy and tactics units: click, box and control-group selection, move, attack-move, patrol, hold, gather, carry and build orders, formations, a shared walk grid, rally points and two hooks to change orders. - [Run upgrades granted by gods (upgrades.boons)](https://gripforge.ai/docs/guides/upgrades-boons): Offer a choice of boons with rolled rarities, let the player pick one, and plug it into combat as data: damage multipliers, on-hit statuses and chain bolts, dash blasts, health, dash charges, cooldowns and speed. - [Boost pads (vehicle.boostpads)](https://gripforge.ai/docs/guides/vehicle-boostpads): Usage guide of vehicle.boostpads: pads on the ground that refill the boost of the car driving over them, laid on a circle or placed one by one, with cooldowns, a hook, events and a read service. - [Vehicle damage (vehicle.damage)](https://gripforge.ai/docs/guides/vehicle-damage): Usage guide of vehicle.damage: impact damage per zone scaled by speed, bullet hits, smoke and fire stages, exploding wrecks, repair, with settings, service, events and hooks. - [Vehicle doors (vehicle.doors)](https://gripforge.ai/docs/guides/vehicle-doors): Usage guide of vehicle.doors: independent, reversible car doors on the gf_door hinges of the model, cycled on enter and exit, with settings, service, events, hook and the set_door verb. - [Getting in and out of vehicles (vehicle.enter_exit)](https://gripforge.ai/docs/guides/vehicle-enter-exit): Usage guide of vehicle.enter_exit: the player's seat in a car, the animated door sequence with vehicle.doors, theft reporting, exit side, services, events, hooks and mission steps. - [Rival drivers for car arenas (vehicle.rivals)](https://gripforge.ai/docs/guides/vehicle-rivals): Usage guide of vehicle.rivals: the player's car and bot drivers on a circle, bots that pick a target, ram with boost and stay inside the ring, with settings, the ai.duelist service, events and hook. - [Spaceships in your game (vehicle.spaceship)](https://gripforge.ai/docs/guides/vehicle-spaceship): Pilotable ships with simplified six degrees of freedom, boost, fixed guns, hull and shield, and enemy ships: settings, the spaceships collection, services, events, hooks. - [Vehicle upgrades in your game (vehicle.upgrades)](https://gripforge.ai/docs/guides/vehicle-upgrades): Modules fitted on a vehicle, one per slot, at a garage or a workbench for a cost in items: driving multipliers, cargo, needs supplied to the driver; settings, the vehicle_modules collection, service, events, hooks. - [Police wanted level in your game (wanted.police)](https://gripforge.ai/docs/guides/wanted-police): A police heat level that rises on stolen vehicles, police zones and hit pedestrians, sends chasing officers per level, arrests the player and decays out of sight: settings, service, events, hooks. - [The player's arsenal in your game (weapons.arsenal)](https://gripforge.ai/docs/guides/weapons-arsenal): The guns the player owns: switching, number keys and a radial wheel, an ammo reserve per gun, auto-switch on empty, guns and ammo granted by inventory items, and the weapon HUD; settings, data, services, events, hooks. - [The player's melee weapon in your game (weapons.loadout)](https://gripforge.ai/docs/guides/weapons-loadout): The player weapon as data: combo with a chain window, a special on cooldown, a dash attack, buffered presses, weapon modifiers and the bare-hands fists; settings, the weapons collection, services, events, hooks. - [Weapon experience and upgrades (weapons.mastery)](https://gripforge.ai/docs/guides/weapons-mastery): Give each named gun its own saved XP and levels, earned from applied damage, with a damage bonus per level, a service, a hook and HUD variables. - [Areas that open with progress (world.access)](https://gripforge.ai/docs/guides/world-access): Close parts of the map until a condition holds: discs, rectangles and biomes that act as a wall, a push or a damage zone, with a message, hooks and saved openings. - [A flat walled play area (world.arena)](https://gripforge.ai/docs/guides/world-arena): Build a flat arena with an apron, walls with openings and colliders, serve the ground that on-foot and driving kits stand on, and tune it with config and a build hook. - [A world look that follows a number (world.atmosphere)](https://gripforge.ai/docs/guides/world-atmosphere): Make the sky, sun, light, grass and weather glide between phases as a game variable grows: a dead planet turning green, a land darkening with corruption. - [Tie game numbers to world settings (world.bindings)](https://gripforge.ai/docs/guides/world-bindings): Drive a live setting of another kit from a game variable through a curve, with smoothing, a minimum step and a condition: habitability raising the seas, corruption thickening the fog. - [Regions of your map (world.biomes)](https://gripforge.ai/docs/guides/world-biomes): Split one map into named regions with their own habitat, local world counters, an opening condition and effects on survival gauges, and ask which region a point is in. - [Time of day in your world (world.daynight)](https://gripforge.ai/docs/guides/world-daynight): A world clock with hours, days and dawn, day, dusk and night phases, a sun and sky that follow it through world.lighting, script verbs to set or wait the time, and a hook to skip a phase. - [Destructible objects (world.destructibles)](https://gripforge.ai/docs/guides/world-destructibles): Staged destruction of crates, walls and props with armor, resistances, detachable pieces and a final explosion, plus support graphs that collapse; every change is an effect your engine confirms. - [A city district (world.district)](https://gripforge.ai/docs/guides/world-district): Build a city district from road tiles and buildings on the lots of each block, with sidewalks, a lane graph for traffic, colliders, named zones and a guarded edge of the world. - [Fire, water, ice and electricity (world.elements)](https://gripforge.ai/docs/guides/world-elements): A systemic element simulation: materials, states from data-driven rules, ambient temperature, and effects on damage, speed and grip, extended by writing documents. - [Mud and blood patches in your world (world.fluids)](https://gripforge.ai/docs/guides/world-fluids): Usage guide of world.fluids: editable mud and blood patches that take footprints, wheel ruts and splashes; the fluid_surfaces documents, settings and defaults, service, events, the fluid.enter hook, saves and engines. - [A meadow over your ground (world.grass)](https://gripforge.ai/docs/guides/world-grass): Usage guide of world.grass: a wind-swept meadow kept off routes, clearings and water; settings and defaults, the coverage live setting, service, the grass.place hook, saves and engines. - [Local gravity in your world (world.gravity_zones)](https://gripforge.ai/docs/guides/world-gravity-zones): Usage guide of world.gravity_zones: small planets, oriented fields and zero-G volumes; the zones config, priority and blending, the sample and step services, attaching Rapier bodies, the request hook, events and engines. - [Dungeon runs for parties (world.instances)](https://gripforge.ai/docs/guides/world-instances): Usage guide of world.instances: group-bound dungeon runs with a fixed roster, ordered bosses, numbered attempts and once-only reward receipts; the request commands, completeDefeated, events, hooks and saves. - [Interiors and doors (world.interiors)](https://gripforge.ai/docs/guides/world-interiors): Usage guide of world.interiors: houses, shops, inns, dungeons and caves as cells reached through doors; the interiors collection, settings and defaults, locks and keys, service, verbs, events, hooks and saves. - [Magnetic attraction and repulsion in your game (world.magnetism)](https://gripforge.ai/docs/guides/world-magnetism): Compute bounded magnetic forces between poles and neutral metal, then apply them yourself in the engine's physics step: registration, sampling, settings, saves, hooks. - [Floating platform courses in your game (world.platforms)](https://gripforge.ai/docs/guides/world-platforms): Build 3D platformer courses of floating islands with parcels, checkpoints, a delivery goal, hub doors, lives and medals: platform_courses documents, settings, events, hooks. - [Portals that carry a body from one opening to another (world.portals)](https://gripforge.ai/docs/guides/world-portals): Detect a body crossing a rectangular portal, get the transformed pose and velocity at the exit, and commit or cancel the crossing: settings, commands, hooks, saves. - [Race circuits in your game (world.racetrack)](https://gripforge.ai/docs/guides/world-racetrack): Build a closed race circuit from a spline: arc-length sampling, road collider, ground, village and props, race_tracks documents, settings and the racetrack.build hook. - [Rooms, runs and maps in your game (world.rooms)](https://gripforge.ai/docs/guides/world-rooms): Play hand-made rooms as a roguelike run or lay them out as a continuous map with doors, keys and an exit: settings, documents, events, verbs, hooks. - [The ground of your own scene (world.scene_ground)](https://gripforge.ai/docs/guides/world-scene-ground): Serve world.ground from the colliders your game already loads (its own terrain, a level mesh, floors) so the character kits stand on it without a world generator; bounded rays, a tiled height cache, invalidation. - [Scenery for your ground (world.scenery)](https://gripforge.ai/docs/guides/world-scenery): Dress a ground with trees, rocks, bushes and cliff walls placed from a seed, away from routes and clearings: layers, keep-out zones, live coverage, the scenery.cover hook. - [Moons, planets and stars in your sky (world.sky_bodies)](https://gripforge.ai/docs/guides/world-sky-bodies): Put up to 16 moons, planets and stars in the sky on simple orbits or fixed in place, moving with the world clock, with phases lit by the sun, rise, set and full-moon events, a night light, and a visibility that follows day, night and any game variable. - [Counters and progress stages (world.stages)](https://gripforge.ai/docs/guides/world-stages): Keep long-term numbers (oxygen, heat, population) as counters with bands, derived counters, and stages reached when counters pass marks: config, actions, conditions, the stage.reach hook. - [Streaming a large world in chunks (world.streaming)](https://gripforge.ai/docs/guides/world-streaming): Decide which square chunks of a big world are live around the player, nearest first under a fixed per-tick budget: settings, services, events, the world.chunk.load and world.chunk.unload hooks. - [Footprints, ruts and ground marks (world.tracks)](https://gripforge.ai/docs/guides/world-tracks): Leave boot prints, wheel ruts and drag strips on snow and on soft surfaces you declare as data (sand, mud, dust, ash): settings, trail component, services, events, the tracks.slow and tracks.clear hooks. - [Team vision and fog of war (world.vision)](https://gripforge.ai/docs/guides/world-vision): Compute what each team sees: sight radii, walls, thickets, fog of war, the unseen tag, wards and reveals; settings, services, events, the vision.spot, vision.lose and vision.place_ward hooks. - [Rivers, lakes and lava in your game (world.water)](https://gripforge.ai/docs/guides/world-water): Place rivers, lakes, waterfalls, swamps, lava and ice with a living surface; walkers are slowed, splash or burn, and tagged entities float. - [Weather in your game (world.weather)](https://gripforge.ai/docs/guides/world-weather): Snow, blizzard, rain, storm and fog with fades, a timed cycle, rules on game state, snow cover, wet ground, traction, visibility and cold. - [A shrinking zone in your game (zone.shrink)](https://gripforge.ai/docs/guides/zone-shrink): A circular safe zone that closes in by phases, and what happens outside: damage every second or expulsion (battle royale storm, sumo ring). ## Blog - [Browser Game Stutter Diagnosis: A Frame-Time Evidence Workflow](https://gripforge.ai/blog/diagnose-browser-game-stutter): Learn to read frame-time samples, not average FPS, to localize browser game stutter to CPU, GPU, render, or network causes. - [Optimize 3D Scene Loading in the Browser Without Losing Original Textures](https://gripforge.ai/blog/optimize-scene-browser-loading): Use derived WebP variants to cut scene download bytes while keeping original textures intact and reviewable. - [Reusable Combat Abilities in Game Dev: Separate Data From Animation](https://gripforge.ai/blog/reusable-combat-ability-packs): Define costs, cooldowns, targeting and windup/active/recovery as data, then bind exported adapters to your engine's combat and animation systems. - [Import an Unreal Map into GripForge Map Studio: Native Extraction Guide](https://gripforge.ai/blog/import-unreal-map-into-gripforge): How to run a local UE 5.7 export of an existing Unreal map, upload it, and review what actually survives in Map Studio. - [Reviewing an AI-Generated Creature Skeleton Before Rigging It](https://gripforge.ai/blog/review-non-humanoid-creature-rig): A four-view checklist for classifying limbs, checking joint uncertainty, and correcting anatomy before you draft a creature rig. - [Godot Reusable Game Kit Integration: The Full Review-and-Deliver Workflow](https://gripforge.ai/blog/deliver-gameplay-kits-to-godot): A step-by-step guide to safely reviewing, dry-running, delivering, verifying and rolling back a GripForge gameplay kit inside a real Godot project. - [Reusable Gameplay Kits vs Custom Code: A Prototype Decision Guide](https://gripforge.ai/blog/gameplay-kits-or-custom-code): A concrete decision guide for indie prototypes: check kit provides/requires and config schema before choosing kits or custom code. - [Greybox Level Dressing: How to Reuse Props Without Breaking Traversal](https://gripforge.ai/blog/dress-greybox-level-reusable-props): A step-by-step method for swapping greybox placeholders with reusable props while keeping collision, sightlines, and frame time intact. - [How to Make an Existing Texture Seamless for Game Tiling](https://gripforge.ai/blog/make-existing-texture-seamless): Turn a texture photo or scan into a tileable pattern: what offset and seam blending do, source suitability, and when to regenerate instead. - [Reuse Library Textures for Game Terrain: A Practical Selection Workflow](https://gripforge.ai/blog/reuse-library-textures-for-terrain): A concrete workflow for reusing terrain textures in game development: inventory, macro selection, channel checks, and in-engine inspection. - [GripForge CLI Setup for Claude Code: Connect, Authorize, Follow Jobs](https://gripforge.ai/blog/gripforge-cli-setup-workspace-jobs): Step-by-step grip-forge CLI setup: install, authorize in-browser, pick a workspace, launch Claude Code, and track generation jobs. - [GripForge Studio vs CLI vs MCP: Which Tool Fits Your Asset Task](https://gripforge.ai/blog/choose-gripforge-studio-cli-or-mcp): A decision matrix for choosing GripForge Studio, CLI, or MCP for visual checks, local jobs, and pulling assets into your project. - [How to Stop an AI Agent From Regenerating Assets You Already Have](https://gripforge.ai/blog/reuse-assets-before-ai-generation): A search-inspect-reuse-or-generate workflow so agents check your asset library before creating duplicates, with an example brief and acceptance checks. - [Organize Game Assets: Mesh, Texture, Rig, Clip and Bind Handoff](https://gripforge.ai/blog/organize-generated-game-assets-and-bindings): A plain-text manifest convention for keeping mesh, texture, rig, clip and bind files versioned and traceable across your project. - [Switchable Weapon Loadouts for One Rigged Character: A Practical Guide](https://gripforge.ai/blog/switch-weapon-loadouts-game-character): Define named equipment sets, a default set, and a manifest for game character weapon loadout switching—without conflating visibility with gameplay logic. - [How to Retarget Humanoid Animation Clips Between Two Characters](https://gripforge.ai/blog/retarget-humanoid-animations-gripforge): A practical source-versus-target workflow to retarget humanoid animation clips: rest pose, bone naming, inspection, and saving reusable output. - [Three.js Bone-Local Weapon Attachment: World vs Local Transform](https://gripforge.ai/blog/threejs-bone-local-weapon-attachment): How to attach a weapon to a Three.js character bone correctly, and how to diagnose double-applied transforms during idle, turn and attack. - [Import GLB Characters into Unity: glTFast Setup and Test-Scene Checks](https://gripforge.ai/blog/unity-glb-character-import-checklist): Unity doesn't natively import every GLB. Here's how to pick an importer and verify materials, skeleton, clips, and equipment before you trust the asset. - [Unreal Engine Weapon Socket Alignment: A Transfer Checklist](https://gripforge.ai/blog/unreal-socket-weapon-transfer-checklist): Verify bone names, socket frames, prop pivots, unit scale, animation sweeps, and gameplay collision before accepting an equipment transfer. - [How to Fit the Same Weapon to Small and Tall Rigged Characters](https://gripforge.ai/blog/fit-weapon-different-character-sizes): Use a repeatable scale-and-orientation acceptance checklist to fit one weapon to characters of different sizes without breaking grip alignment. - [From Level Plan to Playable Greybox with GripForge](https://gripforge.ai/blog/from-level-plan-to-playable-greybox-with-gripforge-264b121c): A practical workflow for turning a level plan into a testable greybox with GripForge map tools, reusable props and checks in the target engine. - [How to Check Texture Tiling Before Exporting Terrain to a Game Engine](https://gripforge.ai/blog/how-to-check-texture-tiling-before-exporting-terrain-to-a-game-engine-8d590c07): A practical pre-export checklist for catching seams, repetition, and material issues in game terrain before it reaches Unity, Unreal, or Godot. - [An AI 3D model is not a game asset yet: the gap between a mesh and a playable character](https://gripforge.ai/blog/ai-3d-model-generator-vs-game-ready-asset): Text-to-3D generators produce impressive meshes. Here is what is still missing before one runs in a game, why most "AI game asset" tools stop at the mesh, and how to close the gap without a 3D artist. - [MCP for game development: give Claude Code or Cursor a real 3D asset pipeline](https://gripforge.ai/blog/mcp-for-game-development-claude-code-cursor): What the Model Context Protocol changes for game developers, how an agent goes from "make me a boss" to a rigged GLB in the project folder, and how to connect GripForge's MCP server in one command. - [How to turn a text prompt into a rigged, animated game character (Unity, Unreal, Godot)](https://gripforge.ai/blog/rigged-animated-game-character-from-a-text-prompt): A static AI mesh is not a character. Here is the full path from a one-line prompt to a rigged, animated GLB with the weapon in its hand, and how to drop it into Unity, Unreal or Godot. ## Legal - [Privacy policy](https://gripforge.ai/privacy) - [Terms of service](https://gripforge.ai/terms)