parkforge-brain v1.6.0
Agent-driven Unreal world-building for welcometotomorrow: terrain strokes, routes, asset/character pipelines, and the operating judgment distilled from the sessions that built them.
built 2026-08-10 17:41:48 · 118 files · 7 compartments
· host: Unreal Engine 5.8 (welcometotomorrow project, ModelContextProtocol + AllToolsets + ToolsetRegistry plugins enabled)
Member packs — one meta, five installables
Since v1.6.0 the pack is a release train: install
parkforge-brain for everything (self-contained, unchanged),
or a member pack for just its domain — installs enforce the
dependency presence check and overlay into one workspace.
mindifact graph prints and validates the tree.
| parkforge-characters | Mesh to talking, walking NPC: character-intake and character-dialogue. 14 files · 40 KB · requires: parkforge-core, unreal-scripting |
| parkforge-cinematics | Cutscene primitives (sequences, spawnable cameras, keying laws) plus the staged cinematic family briefs (stretch-limb, cutscene-grab, lead-npc, cinematic-verification). Authoring depends on parkforge-characters for an intaken rig. 1 files · 4 KB · requires: parkforge-core, unreal-scripting, parkforge-characters |
| parkforge-core | Contracts, traps, governance (brain-maintenance + factory), evals, memory, and the scene-query/world-profile verb base every other pack depends on. 71 files · 146 KB · no dependencies |
| parkforge-terrain | Ground, routes, fences: the terrain-strokes skill, the pure-math terrain core, and the terrain/route/fence toolsets. Route records feed data consumers (e.g. lead-npc). 23 files · 82 KB · requires: parkforge-core |
| unreal-scripting | Engine-generic Unreal automation: Blueprint graph authoring from Python and fresh-project bootstrap. No park constants; reusable outside ParkForge. 5 files · 23 KB · no dependencies |
Coordinates — every way to reference this pack
mindifact CLI (workspace + host application, the full brain):
mindifact install parkforge-brain:latest --workspace ~/YourBrain --unreal ~/YourProject
mindifact # or the guided wizard
Claude Code plugin (the chat half only — skills + MCP wiring;
it cannot install verbs into the host application). Referenced as
parkforge-brain@mindifact:
claude plugin marketplace add deanpeterson/mindifact
claude plugin install parkforge-brain@mindifact
claude plugin list # shows it as parkforge-brain@mindifact with its version
OCI artifact (digest-verified source of truth in the registry):
quay-quay-quay-test.apps.salamander.aimlworkbench.com/meshforge/mindifact-parkforge-brain:v1.6.0
Versions
| v1.6.0 newest this build | mindifact install parkforge-brain:v1.6.0 |
| v1.5.1 | mindifact install parkforge-brain:v1.5.1 |
| v1.5.0 | mindifact install parkforge-brain:v1.5.0 |
| v1.4.1 | mindifact install parkforge-brain:v1.4.1 |
| v1.4.0 | mindifact install parkforge-brain:v1.4.0 |
| v1.3.0 | mindifact install parkforge-brain:v1.3.0 |
| v1.2.0 | mindifact install parkforge-brain:v1.2.0 |
| latest | mindifact install parkforge-brain:latest |
Bundles — slices an operator boots with
Context per boot is the cost lever: a bundle mounts only the
skills a job needs. Selectable per request in ParkForge Lite.
| bootstrap | Prime a fresh Unreal project with the brain.
unreal-project-bootstrap |
| characters | Mesh to walking NPC: intake, rigging, locomotion, Blueprint authoring.
character-intake, unreal-blueprint-scripting |
| dialogue | Talking heads: face decals, visemes, sequences.
character-dialogue, unreal-blueprint-scripting |
| full | Everything, including factory maintenance -- the expensive general boot; prefer a task bundle. all skills |
| terrain-paths | Ground, trails, fencing: fenced_path, strokes, routes, fences, scene queries.
terrain-strokes |
Skills in this pack
Each name links to the skill source at the exact commit this
version was built from.
| brain-maintenance | Promote what the runs learned into the brain pack — and therefore into the plugin — without ever bypassing the factory gate. Use it the moment anyone says "promote learnings", "update the brain", "what did we learn", "th... |
| character-dialogue | Give a game character a face that talks — project mouth and eye decals onto a mesh that has no facial geometry, drive them from a material parameter collection, derive a viseme track from the dialogue audio, and trigger ... |
| character-intake | Take a generated 3D creature mesh from raw .glb to a validated, rigged, walking character in Unreal Engine. Use this whenever the user is bringing a new character or creature into their Unreal game — auto-rigging a mesh,... |
| parkforge-boot | Boot the ParkForge brain -- show what is loaded, read the operator contract, and state the memory and editor preconditions. Use at the START of any ParkForge session before terrain, route, path, character or Blueprint wo... |
| terrain-strokes | Edit the ground in the Unreal park — every change to terrain height goes through this skill, and so does every path, because paths are routes, data records the ribbon rebuilds from. Use it the moment the user mentions la... |
| unreal-blueprint-scripting | Author Unreal Engine Blueprints from Python — build and wire event-graph nodes, add components to a Blueprint class, create Enhanced Input actions and key mappings, and compile and verify the result. Use this whenever wo... |
| unreal-project-bootstrap | Prime a fresh Unreal project with the ParkForge brain — install the pack's verbs, wire the plugins, fill the world profile, stand up the landscape, and prove the loop live with one measured stroke. Use this the moment th... |
Staged factory briefs — the promotion queue
Lessons from live sessions, written as briefs with evidence
and a success criterion, waiting on the factory gate. They become verbs
and skills in a future version; nothing enters the pack by hand-edit.
| core-dependency-graph | mindifact dependency graph — requires/resolves like Maven |
| core-pack-split | split parkforge-brain into small packs under a meta-pack |
| rail-shared-ribbon-config | terrain-strokes gains the shared-ribbon-config rail |
| skill-cinematic-verification | cinematic-verification — the instruments that made the cutscene converge — .claude/skills/cinematic-verification/SKILL.md requires: verbs/scene-query runtime |
| verb-cutscene-grab | cutscene_grab — trigger-to-reveal ambush as one workflow — CinematicTools.cutscene_grab requires: briefs/stretch-limb runtime, verbs/cinematics runtime, skills/unreal-blueprint-scripting runtime, verbs/scene-query authoring, skills/cinematic-verification verify |
| verb-eval-harness | the eval harness — frozen tasks, sealed runs |
| verb-fenced-path-seal | fenced_path learns sealing, meander, and schema economy |
| verb-lead-npc | lead_npc — post-cutscene follow-me journey — CinematicTools.lead_npc requires: verbs/cinematics runtime, skills/terrain-strokes data, skills/cinematic-verification verify |
| verb-stretch-limb | stretch_limb — the Mr. Fantastic arm as one verb — CinematicTools.stretch_limb requires: verbs/cinematics runtime, skills/character-intake authoring, skills/cinematic-verification verify |
Provenance
Built from 76088d3 of
https://github.com/deanpeterson/meshforge. Every packed file carries its sha256 and its
source blob URL at that commit in MANIFEST.json — the
breadcrumb is recorded at build time, never reconstructed.