claude

apeiron

Drive the Apeiron Engine editor from Claude Code: the engine's agent skills, an MCP server that starts the editor for your project on the first call, slash commands, verification agents, a session hook that says which editor belongs to this folder, and a live editor band (selection-aware prompts, readable editor tool rows, one-key Undo turn).

0 on GitHubby STE Falcon Softwarev0.2.0MIT OR Apache-2.0updated 1 month agodevelopment
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Plugin apeiron from marketplace apeiron in STE-FalconSoftware/apeiron-agent. Commands read from the repo's manifest — 1 month ago.

This plugin runs code on your machine — its hooks fire automatically on events like tool use and it starts local MCP servers. The exact commands are listed below; read them before installing.

What it installs

Skills (32)

  • apeiron-editor

    Launch and drive the Apeiron Engine editor as an agent — start it with its JSON-RPC agent door open, then call ops, inspect the scene, enter Play, and take screenshots through the bundled driver script. Use when asked to run/start/launch the Apeiron editor, build or place something in a scene, scree

  • apeiron-game-code

    Write Apeiron Engine gameplay in Rust — scaffold a game crate, register components/resources/systems through runtime::Plugin, expose Rust functions to Blueprint with #[ngine::node], and keep the simulation deterministic. Use when gameplay needs real code rather than editor authoring, when creating a

  • connect-web

    Pair the Apeiron web editor (a browser tab) with this Claude Code through the hosted relay

  • launch

    Start (or attach to) the Apeiron editor for the current folder's project

  • lookdev

    Judge the current view against a reference image, with measured evidence

  • new-project

    Create a new Apeiron project and open it

  • recipe-abilities-and-state-trees

    Per-ability logic graphs with latent tasks (montage, input, event, target data, delay) and StateTree AI with affordances — authoring them over MCP and proving they ran.

  • recipe-blueprints

    Building a Blueprint graph over MCP and proving it RAN — text authoring and its parenthesis rule, the tag nodes, plugin-crate nodes in the palette, and why \"BeginPlay HAS fired\" is not evidence.

  • recipe-character-rig

    Import, rig, skin, pose and animate a character — and attach a weapon or prop to its hand — using the rig/anim ops plus numeric readback, instead of rediscovering the pipeline by trial and error.

  • recipe-cinematic-sequence

    Shoot a VIDEO of the scene — build a sequence, bind a clip to a character, frame the shot and render a frame-locked mp4 (with audio) or EXR/PNG sequence — instead of screenshotting frames by hand.

  • recipe-lighting

    Light a scene — pin the clock, aim the sun through the clock and not its transform, fix the AMBIENT before the lamp's intensity, budget the local shadow atlas, and place and bake reflection probes.

  • recipe-lookdev

    Judge and drive a shot — value structure, silhouette read, palette and warm-cool balance, atmospheric depth ramp, composition — using the environment, grade and fog knobs plus numeric readback instead of eyeballing.

  • recipe-loom-kitbash-architecture

    Compose architecture — arches, towers, columns, plinths, stairs, crenellations — out of the existing world-graph SOPs and collapse the result into a reusable Loom def, instead of waiting for engine-shipped generators.

  • recipe-loom-subassets

    Turn a working chunk of a graph — a script body, a kitbash, a repeated part — into a NAMED sub-asset with published parameters, then compose the model out of those instead of re-deriving shapes every time.

  • recipe-material-graph

    Build a surface in the material node graph — route slot-vs-template-vs-graph first, author the whole chain in one call, read the pin types before wiring, and check the G-buffer lanes rather than the beauty pixel.

  • recipe-motion-generation

    Generate a character animation from a text prompt or author one by hand, then clean the raw clip into a game-ready loop — crop the gait cycle, gate the contacts, bake the planting, close the seam, measuring every step.

  • recipe-multiplayer

    A multiplayer game the Unreal way — Rust GameMode + replicated components, Blueprint/Rhai RPCs, RepNotify, sessions (LAN, Steam or the game relay by join code), invites, achievements, voice chat, proof on every peer.

  • recipe-play-step-verify

    Deterministic play-testing over MCP — pause-and-step exact tick windows, the input latch lag, spawn placement, 3D pickup radius, what serializes, and Play on a duplicated world (Stop drops it).

  • recipe-pose-by-text

    Pose any rig — humanoid or creature — by reading and writing numbers instead of guessing from screenshots — read in bend/side/twist, write the same terms, reach, grip, limit, diff, and only then look.

  • recipe-post-process

    Drive the post chain — read the live pass order, settle WHICH volume wins before touching a knob, respect the ordering (exposure before bloom, tonemap before grade, TAA before both), and author a post-process material.

  • recipe-procedural-cliffs

    Turn a terrain mask into real cliff geometry — slope minus erosion into a mask, the mask into a labelled mesh, the mesh extruded by the mask's own strength, then roughened into rock that survives the next terrain edit.

  • recipe-rhai-scripting

    Attaching a Rhai script and proving it RAN — the snapshot-in/effects-out contract, what mem does and does not prove, the fuel limit that fails invisibly, and where the runtime error actually goes.

  • recipe-rig-verify-fix

    Judge a finished bind with numbers and repair what the numbers find — the five rig judges in the order they must run, what each one is structurally blind to, and which weight verb fixes which defect.

  • recipe-scene-recreation

    Recreate a reference image as a 3D scene — intake, in-context decomposition, build-vs-buy routing, clean capture, numeric per-element compare, and the credit and termination guardrails.

  • recipe-source-control

    Use the project's Git or Lore repository like a careful teammate — status first, lock binary assets before editing, save, review the diff, submit with a real message, merge graph conflicts.

  • recipe-terrain-erosion

    Weather a terrain with real erosion — which of the four sims to pick, why pipe is the default, the knob to turn before adding iterations, and how to prove the relief actually changed instead of trusting the reply.

  • recipe-terrain-slab-lookdev

    Turn a heightfield into the finite BLOCK terrain tools present (extrude down an axis, never solidify), then shade it from the auto_mask layer bus — slope, cavity, flow, sediment, AO — and script masks the catalog lacks.

  • recipe-terrain-worldgraph

    Terrain and world-graph authoring — units are world metres, surface-chain routing and mask topology, cook settle polling, and cleaning up stale cooked meshes after a re-author.

  • recipe-texture-graph

    Author a procedural material from a reference image — one-call graph spec, contact-sheet debugging to find the stage where the signal died, port polarity and wiring rules, and a numeric stop condition, not eyeballing.

  • recipe-vfx-from-reference

    Recreate a reference effect (fire, a jet, smoke, sparks) from an image — intake, decomposition, the physical bake loop, sizing from the sidecar, judging in time with a numeric score, a stop condition.

  • report-issue

    File an Apeiron bug report with the team, from the running editor

  • status

    Check every link between Claude Code and the Apeiron editor, and say how to fix what is broken

Subagents (3)

  • docs-scout

    Find the right Apeiron op, guide or recipe for a task before anyone writes code

  • lookdev-judge

    Score an Apeiron capture against a reference image and say what the numbers do and do not establish

  • verifier

    Independently verify that an Apeiron scene change did what was claimed, using read-only engine ops and measurements

MCP servers (1)

  • ngine

    runs: ngine mcp bridge --stdio --autolaunch

Hooks (1)

  • SessionStart

    ngine mcp bridge --context || echo "Apeiron: the ngine command is not on PATH - install the Apeiron Engine, then restart Claude Code."

View source on GitHub apeiron-engine.pages.dev

More from STE-FalconSoftware/apeiron-agent

All 2 plugins →

Drive the Apeiron Engine web editor (engine.apeironengine.com) from Claude Code: the same agent skills, recipes and agents as the apeiron plugin, with the hosted relay as its MCP server. Sign in once with /mcp and every browser tab signed into your Apeiron account is reachable. Includes the live editor band (selection-aware prompts, readable editor tool rows, one-key Undo turn).

29 skills · 3 agents · 1 MCP server

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