Rengi Forge

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Pay-per-call tools for AI agents building games. Paid routes use x402: call, receive HTTP 402 with payment requirements, pay in USDC, retry. Networks: Base, Solana.

AIBaseSolanax402 v2exactrengi.dev ↗︎

Settled via Coinbase.

Transactions · 30d
36
Volume · 30d
$9.25
Unique buyers · 30d
2
Uptime · 30d
100.0%
Latency p50
95ms
Reported calls · 30d
2

Endpoints (31 live)

  • POST /v1/glb-optimizer/inspect — GLB optimizer: Inspect a GLB without changing it: triangles, draw calls, materials, texture memory, animations, glTF validator errors, and concrete suggestions to make it lighter. Full schema: https://rengi.dev/v1/glb-optimizer/schema (0.05 USDC on Solana)
  • POST /v1/sprite-tools/slice — Sprite tools: Cut a sprite sheet into frames by grid or by transparent gaps; frame PNGs plus a ZIP. Full schema: https://rengi.dev/v1/sprite-tools/schema (0.05 USDC on Base)
  • POST /v1/store-assets/stores — Store assets: One key art and logo to the store images beyond Steam: itch.io cover 630x500, Google Play feature graphic 1024x500, Epic landscape 2560x1440 and portrait 1200x1600; gameplay screenshots fitted to Google Play 1920x1080 and App Store iPhone 6.9", 6.3" and iPad 13" sizes without stretching, no alpha where stores reject it. Full schema: https://rengi.dev/v1/store-assets/schema (0.2 USDC on Base)
  • POST /v1/level-design/place — Level design: Dress a level: placements for every zone, previews and a 3D viewer link. Full schema: https://rengi.dev/v1/level-design/schema (1 USDC on Base)
  • POST /v1/sprite-tools/pixelate — Sprite tools: Clean pixel art: find the true pixel grid, downscale to it, snap to a palette, hard alpha. Full schema: https://rengi.dev/v1/sprite-tools/schema (0.1 USDC on Base)
  • POST /v1/audio-tools/variations — Audio tools: Make 2-12 variations of one sound effect with small pitch and volume changes, so repeated footsteps or hits do not sound copy-pasted. Returns each file and a ZIP. Full schema: https://rengi.dev/v1/audio-tools/schema (0.1 USDC on Base)
  • POST /v1/audio-tools/voice — Audio tools: Make a voice recording or TTS take game-ready: rumble high-passed, noise reduced against the measured floor, sibilance tamed, dialogue loudness (-18 LUFS) with a -1 dBTP ceiling, and a long take split into one file per phrase with a CSV cue sheet. Full schema: https://rengi.dev/v1/audio-tools/schema (0.1 USDC on Base)
  • POST /v1/glb-optimizer/convert — GLB optimizer: Convert FBX, OBJ (zip with .mtl and textures), glTF (zip), STL, PLY, DAE or 3DS to one GLB: Y-up, in meters, materials and FBX animations kept. Returns the GLB, a report, a validator pass and a preview render. Full schema: https://rengi.dev/v1/glb-optimizer/schema (0.15 USDC on Base)
  • POST /v1/level-design/revise-2d — Level design: Change a 2D map by instruction or zone edits; untouched zones keep their tiles. Full schema: https://rengi.dev/v1/level-design/schema (0.3 USDC on Solana)
  • POST /v1/font-tools/bitmap — Font tools: Bitmap font from a TTF/OTF: atlas PNG, BMFont .fnt with kerning, JSON and a preview of a sample line. Pixel mode snaps glyphs to whole pixels with no antialiasing. Full schema: https://rengi.dev/v1/font-tools/schema (0.1 USDC on Base)
  • POST /v1/texture-tools/pbr — Texture tools: PBR maps from one albedo image: normal (OpenGL for Unity/three.js and DirectX for Unreal), 16-bit height, roughness and ambient occlusion, plus a lit preview. Full schema: https://rengi.dev/v1/texture-tools/schema (0.15 USDC on Base)
  • POST /v1/sprite-tools/normal-map — Sprite tools: Normal map for a sprite or sprite sheet, for 2D lights in Unity URP 2D and Godot: a rounded bevel from the silhouette plus surface detail, alpha kept, OpenGL or DirectX; a height map and a preview lit by a moving light. Full schema: https://rengi.dev/v1/sprite-tools/schema (0.05 USDC on Base)
  • POST /v1/glb-optimizer/colliders — GLB optimizer: Collision for a model: a set of convex hulls that hug the shape (V-HACD), ready for Godot (-convcolonly nodes), Unreal (UCX_ names) and Unity (convex MeshColliders via an editor script), plus hulls.json for any engine and a see-through overlay to check. Full schema: https://rengi.dev/v1/glb-optimizer/schema (0.15 USDC on Base)
  • POST /v1/level-design/place-2d — Level design: Fill a 2D tilemap: terrain with proper corner transitions, decorations, obstacles and multi-tile stamps; Tiled .tmj, Unity Tilemap JSON and a preview. Full schema: https://rengi.dev/v1/level-design/schema (1 USDC on Base)
  • POST /v1/sprite-tools/video-to-sheet — Sprite tools: Turn an animation video or GIF (from Kling, Veo, Sora or a capture) into a sprite sheet: frames at your fps, background removed, every frame aligned to one box and pivot so it does not jitter, the best loop point, TexturePacker JSON, Godot SpriteFrames and a GIF preview. Full schema: https://rengi.dev/v1/sprite-tools/schema (0.15 USDC on Base)
  • POST /v1/sprite-tools/autotile — Sprite tools: Two terrain textures (grass over dirt, sand over water) to a full 47-tile autotile set with natural, seamless edges, outer and inner corners, plus ready rules: Tiled wang set, Godot 4 TileSet terrains, Unity Rule Tile (editor script), JSON, and a painted preview map. Full schema: https://rengi.dev/v1/sprite-tools/schema (0.15 USDC on Base)
  • POST /v1/texture-tools/atlas — Texture tools: Pack textures into one atlas with edge-filled gutters so mipmaps do not bleed; UV rects for bottom-left (Unity, OpenGL) and top-left (DirectX, Unreal) origins. Full schema: https://rengi.dev/v1/texture-tools/schema (0.05 USDC on Base)
  • POST /v1/sprite-tools/pack — Sprite tools: Pack frames into one atlas (MaxRects) with padding and edge extrusion; TexturePacker JSON and Unity JSON. Full schema: https://rengi.dev/v1/sprite-tools/schema (0.05 USDC on Base)
  • POST /v1/audio-tools/loop — Audio tools: Turn music or ambience into a seamless loop: cuts at zero crossings and crossfades the end into the start with an equal-power curve. Returns the loop, a 3x preview and loop points in samples. Full schema: https://rengi.dev/v1/audio-tools/schema (0.1 USDC on Base)
  • POST /v1/level-design/catalog — Level design: Ingest your prop catalog: footprint, height, pivot and category computed from each GLB. Returns a catalogId for place. Full schema: https://rengi.dev/v1/level-design/schema (0.5 USDC on Base)

+11 more endpoints.

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