Doop
Doop: 오픈소스 멀티플레이어 디자인 캔버스 및 AI 에이전트용 MCP
아직 감지된 업데이트가 없습니다. GitHub 릴리스가 나오면 여기에 보입니다.
개인 계정의 공개 저장소 소유자는 GitHub로 로그인해 운영자를 확인하고 소개를 직접 관리할 수 있습니다. 관리자 승인은 필요하지 않습니다.
로그인한 뒤 확인 파일을 만들어 이 저장소의 기본 브랜치에 30분 안에 커밋해 주세요. 다른 브랜치나 포크의 파일은 인정하지 않습니다. 파일을 올린 뒤 아래에서 확인하면 관리자 승인 없이 관리할 수 있습니다. 자격을 유지하려면 파일을 남겨 두세요.
로그인이 필요하면 로그인 화면으로 이동합니다. 로그인 후 이곳으로 돌아와 원하는 확인 버튼을 다시 눌러 주세요.
프로젝트 폴더에서 /nomorevibe verify를 실행하면 소유권을 확인하고 소개를 직접 관리할 수 있습니다.
1분 만에 확인하기A local browser workspace for creating worlds with your coding agent, powered by Kiln.
저장소 README에서 가져옴
README 전체를 불러오는 중입니다.
README 전문 보기 ↗A local browser workspace for creating worlds with your coding agent, powered by Kiln.
Start in a cozy cove inside the grid construct. Connect your local agent, collect references on a mood board, write a world bible, and build the world around you. Hide the cove to explore, then return to editing when you want to change something.
Holodeck is an early, actively changing prototype. It is available from source; there is no npm release.
Walk the example worlds in your browser at holodeck.kilnstudio.tools: Meridian Sanctuary, Crescent Cove, the Quiet Courtyard, Tidemark Island, Winter Mountainside Cabin and the Cove.
You need Git, Node.js and npm. npm ci is the install step; launch does not download dependencies. Agent authoring uses an installed Codex CLI signed in with ChatGPT, the Cursor CLI, or your own installed Claude Code CLI signed in with your Claude subscription.
git clone https://github.com/instruktlabs/holodeck.git
cd holodeck
npm ci
node bin/holodeck.mjs launch
With no directory, launch uses cove inside holodeck-worlds next to your current directory, outside this checkout. A new folder receives the construct cove. An existing Holodeck world is reopened, and a folder that is not a world is left unchanged. The command starts the local server and opens prototype.html.
To choose the folder yourself: node bin/holodeck.mjs launch ../my-worlds/first-world. Then choose Connect in the dock at the bottom of the screen, pick Codex, Cursor or Claude Code, connect, select a model or Cursor mode, and describe what to build. For Claude Code, sign in first by running claude in a terminal; Holodeck checks claude auth status and never handles your Claude credentials. Connect also configures Kiln tools in that world's workspace.
The world-name menu lets you create and switch worlds or start from an editable example: Meridian Sanctuary, Crescent Cove, Tidemark Island, Winter Mountainside Cabin, the Quiet Courtyard or the in-progress Medieval Castle. Each world has its own scene, references and revision history. Your worlds live outside the source checkout, in a parent folder you choose.
See getting started for the full flow. The current checkout has been tested with Node 24.20.0 and npm 11.19.0.
React and React Three Fiber drive the interface and 3D scene. Three.js renders through WebGPU with a WebGL2 fallback. The bottom dock and the sheets that open above it use React HTML/CSS over the viewport; the physical in-world mood board uses a canvas texture. Procedural character posing uses pmndrs math. Voice input uses local Whisper transcription through Transformers.js; model files download on first use.
A local Node host stores worlds and connects to the installed Codex app-server, the Cursor CLI through ACP, or the installed Claude Code CLI in print mode. Codex works in the selected world's folder with Holodeck skills and world tools. Cursor uses the same folder, its own sign-in, and Holodeck's permission, question and plan cards. Claude Code runs once per turn with its own subscription sign-in; Holodeck strips API-key variables from its environment, reaches world tools through a local MCP bridge, and shows its permission prompts as approval cards. Image generation stays on Codex. Kiln 1.6.0 supplies asset authoring and export; Holodeck owns scene composition, interaction, terrain, water, cameras and runtime activity. Kiln's root SDK stays on the Node side.
Compatible static placements use instancing and spatial chunks. Runtime behavior comes from declared built-in capabilities. The current prototype has no general physics plugin system, distance LOD or XR interface. Local agent connections are Codex, Cursor and Claude Code.
npm run test:world
npm run test:runtime
npm run test:prototype
npm run build
npm run check:distribution
The public scene shelf in site/ is static. After changing site/scenes.json or the experimental Lab's site/lab.json, run npm run render:site; npm run test:world fails while the rendered shelf is stale. npm run build:site -- --out <folder> builds the deployable site, exporting each scene from its bundled example; CI builds and deploys it. See distribution.
Live agent inference is manual and separate from ordinary tests. Use node bin/holodeck.mjs dev <world> to serve a selected world.
MIT for code; CC0 1.0 for our bundled assets and example worlds. Procedural asset-generation programs are MIT. Third-party fonts and dependencies retain their own terms. Your own worlds and uploads are not automatically CC0. See licensing and file scope and third-party notices.