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Found 55 Skills
Makepad UI development skills for Rust apps: setup, patterns, shaders, packaging, and troubleshooting.
Write Metal/MPS kernels for PyTorch operators. Use when adding MPS device support to operators, implementing Metal shaders, or porting CUDA kernels to Apple Silicon. Covers native_functions.yaml dispatch, host-side operators, and Metal kernel implementation.
Fine-tune Gemma 4 and 3n models with audio, images, and text on Apple Silicon using PyTorch and Metal Performance Shaders.
Use when working with ANY GPU rendering, Metal, OpenGL migration, shaders, 3D content, RealityKit, AR, or display performance. Covers Metal migration, shader conversion, RealityKit ECS, RealityView, variable refresh rate, ProMotion.
Use when working with ANY GPU rendering, Metal, OpenGL migration, shaders, 3D content, RealityKit, AR, or display performance. Covers Metal migration, shader conversion, RealityKit ECS, RealityView, variable refresh rate, ProMotion.
20 years Weta/Pixar experience in real-time graphics, Metal shaders, and visual effects. Expert in MSL shaders, PBR rendering, tile-based deferred rendering (TBDR), and GPU debugging. Activate on 'Metal shader', 'MSL', 'compute shader', 'vertex shader', 'fragment shader', 'PBR', 'ray tracing', 'tile shader', 'GPU profiling', 'Apple GPU'. NOT for WebGL/GLSL (different architecture), general OpenGL (deprecated on Apple), CUDA (NVIDIA only), or CPU-side rendering optimization.
Pushes interfaces past conventional limits with technically ambitious implementations — shaders, spring physics, scroll-driven reveals, 60fps animations. Use when the user wants to wow, impress, go all-out, or make something that feels extraordinary.
WebGPU fundamentals for high-performance canvas rendering. Covers device initialization, buffer management, WGSL shaders, render pipelines, compute shaders, and web component integration. Use when building GPU-accelerated graphics, particle systems, or compute-intensive visualizations.
Provides comprehensive guidance for Cocos2d-x v4 game engine including scene graph, nodes, sprites, actions, animations, physics, rendering, shaders, and platform deployment. Use when the user asks about Cocos2d-x, needs to create games, implement game features, set up development environments, or deploy games to multiple platforms.
Pushes interfaces past conventional limits with technically ambitious implementations — shaders, spring physics, scroll-driven reveals, 60fps animations. Use when the user wants to wow, impress, go all-out, or make something that feels extraordinary.
Use this skill when migrating a Phaser 3 project to Phaser 4, or when a user asks about breaking changes, API differences, or how to update their v3 code. Covers renderer changes (pipelines to render nodes), FX/masks to filters, tint system, camera matrix, texture coordinates, DynamicTexture, shaders, lighting, removed game objects, and a full migration checklist. Triggers on: migrate, upgrade, v3 to v4, breaking changes, Phaser 3 to 4, migration guide, update from v3.
Use this skill when applying visual filters or post-processing effects in Phaser 4. Covers bloom, blur, glow, color matrix, barrel distortion, displacement, custom shaders, and the filter pipeline. Triggers on: filter, post-processing, shader, bloom, blur, glow, color effects.