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Agent Art 0.9.0 adds melee hitboxes, combat FX and destructible game assets for AI agents

By GameSlash

RusticStack's November 8 release makes AI-generated combat sprites more usable: per-frame melee hit data, procedural VFX sheets and breakable 3D props.

RusticStack released Agent Art 0.9.0 on November 8, 2026 (UTC; November 9 in Thailand). The MCP-based art toolkit for AI coding agents now adds melee-combat animation with hit-volume metadata, procedural combat effects, and destructible 3D props. This matters when moving from a pretty sprite to assets that can be wired into a game's combat logic.

Agent Art's official multi-view knife-swing sprite frames, with swept hit volumes highlighted over the animation
Image: © 2026 RusticStack / Agent Art — official multi-view melee demonstration, not gameplay footage; repository MIT license.

Melee animation exports data for hit detection

The 0.9.0 changelog adds `art_anim melee` clips for blocks, parries, stagger, knockdowns and paired takedowns. Exports carry windup, active, impact and recovery phases, damage type, weapon sockets and per-frame hit capsules. `melee_check` checks event order and sweep coverage, so a developer can inspect whether the contact window matches the drawn attack rather than judging the frames alone.

Combat FX and breakable scenery from structured commands

The new `art_fx` tool creates seeded pixel-art flipbooks for muzzle flashes, impacts, explosions, smoke and more, with frame rate, pivot, blending and particle-emitter hints in the export metadata. The damage workflow generates scuffed, damaged and wrecked states for props such as crates, doors and terminals; `fracture` can export separated rigid chunks with collision information.

Official Agent Art before-and-after examples showing a crate and door intact and split into fracture pieces
Image: © 2026 RusticStack / Agent Art — generated damage/fracture demonstration, not an in-game screenshot; repository MIT license.

What AI game creators can do with it

An agent can produce multiple attack views and their timing metadata, export repeatable VFX sheets, and prepare destruction-state assets. A game developer still needs to connect the exported sprites, meshes and JSON manifests to their runtime, damage logic and collisions. The repository documents Three.js and Roblox usage; it does not claim a one-click integration into every engine.

The toolkit runs with Node.js 20 or later and supports MCP clients. Its documentation also warns that damage/fracture states operate on rigid meshes, not skinned models. The images above come from the author's own demo files; GameSlash has not independently run the pipeline or benchmarked its output.

Sources: Agent Art 0.9.0 release commit · full changelog · project README · license.

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