claudecodex

Game Dev Skills

Apple game-development workflows for Metal, SpriteKit, SceneKit, and gameplay systems.

10 on GitHubby Galev10.0.3Apache-2.0updated 2 months agodeveloper-tools
/

Plugin game-dev-skills from marketplace socket in gaelic-ghost/socket. Commands read from the repo's manifest — 1 month ago.

What it installs

Skills (12)

  • choose-apple-game-stack

    Choose 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-workflow

    Guide 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-workflow

    Guide 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-workflow

    Select 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-workflow

    Guide 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-workflow

    Guide 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-workflow

    Guide 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-workflow

    Plan 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-workflow

    Guide 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-workflow

    Guide 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-workflow

    Guide 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-workflow

    Guide 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,

View source on GitHub

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