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Tomorrow Lives Engines

by tomorrowlives.com in Other

MCP serverPassing, checked 11 h ago

Reproducible, IP-clean assets for agents: seven engines, from print designs to voice and video.

https://tomorrowlives.com/api/agents/mcp
Tools
57
open to any client
Uptime
100%
last 30 days
Response time
692 ms
855 ms slowest 5%
Last check
Passed
11 h ago, next any minute now

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Reliability

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Status and outage history · Atom feed · Watch with other listings

How to connect

Add it to any MCP client that supports remote servers.

{
  "mcpServers": {
    "tomorrow-lives-engines": {
      "type": "http",
      "url": "https://tomorrowlives.com/api/agents/mcp"
    }
  }
}

57 tools

  • art_schema

    Every key, range and word a print design may use. Call this first when designing a print. Costs no units.

  • art_presets

    The canvas presets: shirt-front 4500x5400, shirt-pocket 1200x1200, sticker 2400x2400, poster 5400x7200, all at 300 DPI. Costs no units.

  • art_materials

    The shipped material library: each id, a line on its look, and whether it is a metal. Any id here can fill a layer or be baked. Costs no units.

  • art_starter

    A valid starting design for a canvas preset, ready to edit. Costs no units.

  • art_check

    Checks a design without rendering it: ok, or one sentence naming the first problem and where it is. Costs no units.

  • art_render

    Renders a design to a PNG with its DPI written in. Without width it renders the canvas at full print size (a shirt-front is 4500 x 5400). width renders a draft that many pixels wide. A render 1200 pixels wide or less costs 1 unit; anything wider costs 5. preview_width adds a…

  • art_swatch

    Renders one material (a shipped id, or a whole material document) as a lit square swatch PNG. size is 64 to 1024 (default 512); 512 or less costs 1 unit, larger costs 2.

  • material_bake

    Bakes a material (a shipped id, or a whole material document) to its seven channels (albedo, normal, roughness, metallic, height, emissive, ambient occlusion) as PNGs at res pixels square: 64, 128, 256, 512 or 1024 (default 256). 512 or less costs 1 unit; 1024 costs 2.

  • material_check

    Checks a material document against the engine's strict reader: admissible, or the refusal. Costs no units.

  • material_cost

    What baking a material document costs at res pixels square (default 256): operations and bytes. Costs no units.

  • material_apply

    Applies a batch of ops (set_material, add_node, remove_node, set_node_param, connect, disconnect, set_out, add_ramp_stop, remove_ramp_stop, set_ramp_stop, add_curve_point, remove_curve_point, set_curve_point, clear_nodes) to a material document, whole or not at all. Returns the…

  • form_starter

    A blank form document for a generator kind (growth, rock, face, blades, canopy, masonry, lathe, sweep, truss, frond), named by id. Costs no units.

  • form_check

    Checks a form document against the sculptor's strict reader. Costs no units.

  • form_apply

    Applies a batch of ops (set_form, set_generator, set_range, reset_range, clear_params) to a form document, whole or not at all. Costs 1 unit.

  • form_build

    Builds a form (a shipped id such as scots-pine, oak or boulder, or a whole form document) at one variant and reports what the sculptor drew: the knob values for that variant and each level of detail's vertex and triangle counts. lod is near, mid, far or horizon. Costs 1 unit.

  • character_list

    The body kinds (person, dog, cat, rat, sheep), the levels of detail and each kind's gaits. Costs no units.

  • character_generate

    Generates a character from a seed. A person is one of the game's townspeople: sex, age, complexion, hair, build and working clothes are drawn from the seed, and the body is sculpted as one surface with a face, hair and cloth. as makes the seed a foe, a machine, an android or a…

  • terrain_heightmap

    Builds open country from a seed word and writes its ground as a greyscale PNG (row 0 is north; chunk (i, j) is 128 by 128 tiles). By default the picture is one chunk at 8 bits and black is its lowest tile, white its highest; bits 16 writes it at 16 bits (65535 greys, so a 40…

  • city_plan

    Makes a city from a seed number and a size (the side of a square, 300 to 2000 metres, 800 by default): streets at varied spacing, closer together toward the centre, some of them curving, some ending at a cross street so blocks vary in size, an avenue every few, one or two…

  • world_schema

    The ops world_apply accepts (add_zone, add_npc, add_quest, add_link, set_worldgen and the rest), each with its fields as JSON Schema: types, bounds, the closed lists of words and which keys are required. Printed from the same table the engine validates against, so it cannot…

  • world_starter

    A starter world document (two zones joined by a passage, a spawn, no quests) with the id and title given. The title passes the same scrubber world_apply uses: no markup, braces or web addresses. Costs no units.

  • world_check

    Checks a world document with the engine's strict reader and its spatial rules (every spawn, passage, item and character stands on open ground reachable from the spawn; no two zones overlap; no door is under water). Answers ok with warnings, or the errors; the doors report says…

  • world_apply

    Applies a batch of ops (see world_schema) to a world document, in order. An op that cannot apply is rejected with its reason and changes nothing; if the result as a whole would not be a valid world, the whole batch rolls back and says why. Answers the edited document, what…

  • world_heightmap

    Draws the open country a world document generates (its worldgen block: seed, knobs, regions with their own relief, a ridge) as one greyscale PNG, row 0 north, so a world built with world_apply can be looked at before anyone walks it. area {w, h} makes a block of chunks from…

  • voice_speak

    Synthesises a line of English as a 44.1 kHz WAV with the engine's own voice. The voices are synthesised by the engine, never cloned from a recording, and no voice can be uploaded. seed varies the voice; woman, age (0 to 1) and machine shape it; speed (0.5 to 2) sets how fast it…

  • sound_list

    The twenty-one sounds (steps on twelve surfaces, doors and stairs, blows, thunder, splashes, a siren, animal calls, notes and the rest) with what each of a, b and c does, and the seven beds an ambience is mixed from. Costs no units.

  • sound_effect

    Renders one sound from the engine's own synth as a stereo WAV, or an ambience of the beds mixed together. Give sound (a name from sound_list) with a, b and c as sound_list says, or give ambience: any of engine, air, surf, rain, drum, gull and creak, each 0 to 1, with seconds (1…

  • video_schema

    Every key, range and word a scene document may use: the output, visual tracks of clips (designs, material fills, colours, gradients, titles and shots), the camera, audio (voices, sounds, music) and subtitles. Call this first when making a video, and video_examples for whole…

  • video_presets

    The engine's frame presets (landscape 1920x1080, square 1080x1080, vertical 1080x1920 and their 720 versions) and frame rates. This service renders up to 1920 by 1080 either way up, 30 frames a second and 60 seconds. Costs no units.

  • video_examples

    Without a name, lists the example scenes (what each is, what it shows, its length, size and price in units). With a name, returns that scene whole, written inline as video_render wants it: copy the nearest one and change its words, seed and numbers. Each was rendered by this…

  • video_check

    Checks a scene document with the engine's strict reader without rendering it: ok, or one sentence naming the first problem and the key it is at, with every other problem in the scene listed in result.errors (up to fifty), so one call finds them all. A scene with dialogue is…

  • video_cost

    Reads a scene and reports what rendering it takes (frames, size, design renders, shot frames, audio seconds) and what it costs here: units, and whether it is within this service's limits (60 seconds, 1920 by 1080, 30 frames a second, 600 units a job). Renders nothing. A shot…

  • video_still

    Renders one frame of a scene at t seconds as a PNG at the scene's size: the way to look at a moment (just after a transition, mid-reveal, the last frame) before rendering the whole video. Costs 1 unit, plus a shot's price when the scene has shots (3 plus 1 for each 1.6…

  • video_render

    Renders a scene to video.webm (VP9 and Opus), video.wav (its sound) and video.vtt (when it has subtitles); with preview (the default) also video.contact.png, twelve moments on one sheet, and video.preview.gif, 480 pixels wide. A scene can hold: drawn pictures with groups (a…

  • raster_schema

    Every key and range a shot document may use: the camera (keys or an orbit), the sun, the air and fog, and the subjects (forms, characters, animals, open country and primitives) placed by position or by time keys. The same keys go in a video shot clip's extra. A zone subject and…

  • raster_check

    Checks a shot document with the renderer's strict reader: its name, size, subject count and length, or the key that is wrong and why. Forms and materials are named by shipped id or written inline. Costs no units.

  • raster_render

    Renders a shot (a camera through the engine's world: forms from the sculptor, people and animals from the rig, open country, primitives, under the game's own sky, sun, shadow and haze) at t seconds as shot.png. width and height (both or neither) set the size, else the shot's…

  • pull_schema

    Every document the pull engine reads, with its keys: a session (its generators, their onsets on one integer-nanosecond clock, states, declared intentions, the follower's report and the sealed schedule), a schedule, a pre-registration, a twin, a performer and a device. Call this…

  • pull_prereg

    Reads a pre-registration (what is measured, the conditions, trials per session, sessions, alpha, power, the number of comparisons and the correction) and returns its hash, to record in each session's prereg.hash before the run starts. Costs no units.

  • pull_analyse

    Analyses the sessions of one condition (one session, a list, or {"sessions": [...]}) together, and each alone, and returns the report: its label (significant; null, with the smallest effect these sessions could have found; unlabelled, with what is missing; or not testable) and…

Security scan

3 findings

  • Unusually long description in tool:character_generate
    character_generate (character generate) Generates a character from a seed. A per…
  • Unusually long description in tool:city_plan
    city_plan (city plan) Makes a city from a seed number and a size (the side of a …
  • Unusually long description in tool:pull_lab
    pull_lab (pull lab) Runs the pull engine's field-theory lab on a theory document…

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