From game-dev-skills
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 a Metal renderer; do not use for generic asset-catalog or SceneKit resource work.
How this skill is triggered — by the user, by Claude, or both
Slash command
/game-dev-skills:metal-asset-streaming-workflowThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Own the GPU-facing asset path: package or source asset, CPU staging, upload, residency, eviction, and use in a frame. Do not hide all asset ownership in a generic cache; name the asset manager and the renderer boundary that consumes it.
Own the GPU-facing asset path: package or source asset, CPU staging, upload, residency, eviction, and use in a frame. Do not hide all asset ownership in a generic cache; name the asset manager and the renderer boundary that consumes it.
Read streaming-model.md before introducing a heap, residency set, sparse resource, or fast-resource-loading path.
metal-game-rendering-workflow for command encoding, renderer lifetime, and resource consumers.xcode-game-profiling-workflow for memory pressure, VM behavior, GPU timeline, or hitch evidence.game-porting-toolkit-workflow for a source port that needs GPTK’s asset and resource translation guidance.Return the measured symptom, selected loading/residency path, budget and fallback policy, synchronization boundary, validation evidence, and unproven hardware assumptions.
npx claudepluginhub gaelic-ghost/socket --plugin game-dev-skillsCreates, edits, and verifies skills using a test-driven development approach with pressure scenarios and subagents.