setting-up-macos-window
Installation
SKILL.md
Game Window Port
A guided workflow for wiring up the macOS window layer when porting a Windows game to Metal.
Scope and Companion Skills
This skill covers windowing concerns: the AppKit surface, the view that owns the CAMetalLayer and the render-tick source, lifecycle, notifications, and input.
The boundary with the engine is the Engine* callback API described in Phase 6.
Past that boundary, presentation and rendering live in companion skills:
| Question is about | Skill |
|---|---|
Drawable acquisition, presentation flow (waitForDrawable, signalDrawable, present), layer property semantics (pixelFormat, colorspace, drawableSize, maximumDrawableCount, displaySyncEnabled, EDR opt-in), Metal 3 vs Metal 4 |
presenting-metal-drawables |
| D3D12/Vulkan API mapping to Metal 4 (device, queue, command buffer, encoder, PSO, shader compile, swap chain) | translating-to-metal4-api |