Générez de l'art avec les extensions
Au-delà du chat, ForgeAX dispose d'un ensemble d'« extensions » : chacun est un panneau et un groupe d'outils qui transforment une phrase en éléments prêts à jouer. Vous à la main et l'IA par expédition modifiez le même artefact.
✅Open source (Apache-2.0). Vous trouverez ci-dessous un aperçu du système d'extension ; pour cloner et installer, voir ledocuments.
The four surfaces your agent combines
- ForgeAX Game — Binds the project, installs Skills and SDK, builds the game and returns preview evidence.
- Image generation — Creates or edits PNG/JPG assets for concepts, icons, textures, backgrounds and UI.
- 3D generation — Creates GLB models from text or images and saves them into the active game assets.
- Engine Skills + SDK — Provides exact authoring guidance and APIs for ECS, rendering, physics, UI, audio, VFX and assets.
What you can ask it to complete
| Your task | Capability path | Result in the project |
|---|---|---|
| Create an icon, key art, texture or UI panel | forgeax_generate_image | A PNG/JPG saved under the active game assets. |
| Keep the composition but change style, color or detail | forgeax_generate_image with a local input image | An edited asset variant without rebuilding the image from scratch. |
| Create a prop, pickup, environment piece or placeholder character | forgeax_generate_3d from text | A project-relative .glb ready for Engine integration. |
| Turn approved concept art into a mesh | forgeax_generate_3d from a public image URL or configured local upload | A mesh derived from the visual reference, then validated in the real scene. |
| Add movement, combat, camera, UI, audio, VFX or levels | Installed forgeax-engine-* Skills + exact SDK declarations | Game code and authored assets wired into the Engine lifecycle. |
A reliable asset-to-game workflow
Generated media is only the beginning. Finish the loop inside the Engine:
- Specify — Describe silhouette, style, scale, palette and gameplay purpose.
- Generate — Create or edit the source image or GLB in the active game.
- Integrate — Use Pack/assets, materials, colliders, animation or UI as needed.
- Verify — Run the game and judge readability, scale, collision and performance in context.
Prompts that produce useful artifacts
IMAGE + UI
Generate a transparent 1024×1024 energy-shard icon for this game.
Match the existing cyan/amber palette, keep a readable silhouette at 48 px,
save it in the active game assets, integrate it into the pickup HUD, then run and verify it.
TEXT → 3D → GAMEPLAY
Generate a low-poly sci-fi energy pylon as a GLB, save it in the active game,
then use the Engine asset and physics guidance to place three pylons as solid obstacles.
Run the game and verify scale, collision and camera readability.
ENGINE SYSTEM
Add a dash ability with a short cooldown, a visible recharge indicator and a brief VFX trail.
Read the installed input, ECS, state, UI and VFX guidance first.
Verify keyboard behavior and cooldown timing in the Play build.
Know where the boundaries are
ForgeAX keeps generated content and runtime behavior traceable instead of hiding them behind a one-off editor action:
- The host agent owns source edits. It changes the active game with normal file tools; MCP stays bounded to setup, status, generation and launch.
- The Engine owns runtime contracts. The agent reads installed Skills and the version-matched SDK instead of inventing imports from memory.
- The project owns the result. Images, GLBs, code and Pack declarations remain in your directory and can be versioned, inspected and repaired.
For image-to-3D, the input must be a public HTTPS URL, or a local file when the environment has ForgeAX COS upload configured. Text-to-3D works directly from a prompt.
Vous ne savez pas dessiner, modéliser ou composer ? C'est très bien – décrivez-le, et les ateliers produisent des ressources qui s'intègrent directement dans votre jeu.