Apple Dev Skills
claudecodexApple, SwiftPM, Xcode, macOS privacy, file access, entitlement, and virtualization workflows.
65 skills · 2 MCP servers
Apple game-development workflows for Metal, SpriteKit, SceneKit, and gameplay systems.
Plugin game-dev-skills from marketplace socket in gaelic-ghost/socket. Commands read from the repo's manifest — 1 month ago.
choose-apple-game-stackChoose the right Apple platform game-development stack before implementation. Use when Codex needs to route a game task across SpriteKit, SceneKit, RealityKit, Metal, GameplayKit, Game Controller, Core Haptics, GameKit, SwiftUI/AppKit/UIKit host surfaces, assets, profiling, or Apple Dev Skills hando
core-haptics-game-feedback-workflowGuide Core Haptics and game feedback work for Apple games. Use when Codex designs, implements, repairs, or validates CHHapticEngine, CHHapticPattern, audio-haptic feedback, controller haptics, capability checks, fallback behavior, accessibility-sensitive feedback, or physical-device haptic validatio
game-controller-input-workflowGuide Apple Game Controller framework input work for games. Use when Codex works on GCController, GCDevice, extended gamepad mappings, virtual controllers, keyboard and mouse game input, controller connection lifecycle, controller haptics handoffs, input evidence, accessibility alternatives, or devi
game-porting-toolkit-workflowSelect and operate Apple Game Porting Toolkit 3 or 4 for bringing an existing Windows game or engine to Apple platforms. Use when Codex encounters a Windows executable, Direct3D, Vulkan, DXIL, Metal Shader Converter, GPTK evaluation, a porting milestone, or the upstream game-porting-skills plugin; r
gameplaykit-simulation-workflowGuide GameplayKit simulation and gameplay-architecture work. Use when Codex works on GKEntity, GKComponent, GKComponentSystem, GKState, GKStateMachine, GKGraph, GKAgent, GKGoal, GKBehavior, GKRandom, SpriteKit or SceneKit integration, pathfinding, agents, state machines, reusable gameplay logic, or
metal-asset-streaming-workflowGuide Metal game asset residency and streaming for textures, meshes, mipmaps, heaps, residency sets, sparse resources, and fast resource loading. Use when Codex investigates GPU memory pressure, streaming hitches, resource lifetime, texture or mesh upload, sparse texture mapping, or asset budgets in
metal-game-rendering-workflowGuide native Apple game and custom-renderer work with Metal 3 and Metal 4. Use when Codex owns MTKView, CAMetalLayer, drawable presentation, render passes, command encoding, MSL shaders, pipeline states, GPU resources, Metal capability fallback, GPU capture, or renderer validation; do not use for Di
metal-neural-rendering-workflowPlan and implement experimental Metal neural-rendering paths with MetalFX, Metal 4 machine-learning passes, Metal tensors, and Metal Performance Primitives. Use when Codex works on learned tone mapping, neural denoising, neural materials, inline tensor operations, MTL4MachineLearningCommandEncoder,
metalfx-game-rendering-workflowGuide native Apple-game MetalFX integration for spatial or temporal upscaling, frame interpolation, and temporal denoising. Use when Codex works with MetalFX descriptors, jitter, motion vectors, depth, exposure, history, dynamic resolution, present threads, or MetalFX performance validation; use Gam
scenekit-game-workflowGuide SceneKit game implementation, repair, and maintenance. Use when Codex works on SCNScene, SCNView, SCNNode, cameras, lights, materials, geometry, animation, 3D physics, .scn files, .scnassets, model assets, SceneKit and SwiftUI/AppKit/UIKit integration, or RealityKit migration handoffs.
spritekit-game-workflowGuide SpriteKit game implementation, repair, and maintenance. Use when Codex works on SKScene, SKView, SKNode, actions, particles, cameras, constraints, 2D physics, tile maps, SpriteKit resources, .sks files, SpriteKit and GameplayKit integration, or SpriteKit validation in Apple game projects.
xcode-game-profiling-workflowGuide Apple game profiling and performance-evidence work in Xcode and Instruments. Use when Codex investigates frame pacing, stutter, FPS, CPU/GPU overlap, Time Profiler evidence, Game Performance or Game Memory templates, Metal Performance HUD routing, memory pressure, thermal state, trace capture,
Apple, SwiftPM, Xcode, macOS privacy, file access, entitlement, and virtualization workflows.
65 skills · 2 MCP servers
Security analysis, isolated lab, incident response, and defensive workflows.
31 skills
Artifact triage, binary analysis, exact-build macOS control research, and reproducible evidence workflows.
24 skills
.NET, F#, C#, ASP.NET Core, and tooling workflows.
17 skills
Messaging, collaboration, communication, and meeting workflows.
16 skills
Reproducible model training, evaluation, intervention, and Apple runtime research workflows.
13 skills
tasteskill 2.5.1: professional company websites at the figma.com and x.ai level, with one section per screen, real photographs, real product UI, effects kept for tech and gaming pages, and a real-browser checker and finish gate.
1 skill
Scaffold, validate, and publish new Claude Code plugins with proper structure
3 skills · 1 command · 1 agent
Teaches Claude container's command surface and how it maps to Docker, Lima, Colima, and Podman on macOS
1 skill
Install the "Indie Game Dev" editorial skill bundle for Claude Code.
7 skills
Claude Code skill for creating and presenting Slidev slidedecks
1 skill
Operational skill for installing, configuring, operating, and debugging CrowdSec (cscli, LAPI/CAPI, hub, bouncers, WAF/AppSec) across bare-metal, Docker, and Kubernetes.
2 skills
This page updates itself from your repo. Add the badge to your README, or get it Featured to pin it above the organic results with a followed link to your site.