coordinate-external-ag…
Coordinate independently operated external agents through durable handoffs. Use when work crosses hosts, sessions, accounts, services, queues, boards, pull…
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
$ npx -y skills add gaelic-ghost/socket --skill metal-game-rendering-workflow --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/metal-game-rendering-workflowContext preview
The summary Claude sees to decide when to auto-load this skill.
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
name: metal-game-rendering-workflow description: 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 DirectX or Vulkan porting, which belongs to the Game Porting Toolkit workflow.
Own a native renderer's data flow from frame input through presentation. Keep the renderer, scene, assets, input, and host app in separate owners; do not turn a local rendering repair into a new engine abstraction.
Read [renderer-architecture.md](references/renderer-architecture.md) before changing command or resource lifetime. Use Xcode MCP `DocumentationSearch`, Dash Apple API Reference, or current SDK headers before naming version-sensitive Metal APIs.
1. Inspect the renderer boundary: view or layer, device, queues, frame scheduler, resource owner, shaders, pipeline cache, and presentation owner. 2. Select the smallest API family that meets the target matrix:
3. Define a frame contract before adding passes: input resources, output attachments, ownership until GPU completion, load/store behavior, and ordering dependencies. 4. Keep resource allocation and transient per-frame state distinct from long-lived meshes, textures, shader libraries, and pipeline caches. Label resources and encoders at creation time. 5. Compile or load shaders before the first visible frame when practical. Treat runtime pipeline compilation as a measured, cached exception rather than a default; use a shipped `MTLBinaryArchive` for persistent cold-start pipeline work when the deployment path supports it. 6. Validate first with API and shader validation, then a representative GPU capture. Use the Metal Performance HUD or Instruments only to answer a concrete timing or memory question.
Return the renderer owner, chosen Metal family and fallback, frame/resource contract, changed passes or pipelines, evidence gathered, and remaining hardware validation.
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