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Hire an AI macOS Metal rendering planner

Describe what you want to draw and which Apple devices must show it. You get a design, draft Swift and Metal code and a profiling list to run.

What you give

  • What you want to draw and how many items, such as a graph of 25,000 nodes or one 3D model
  • Which devices must show it, such as a Mac only or a Mac and Vision Pro
  • Your frame rate and memory goals

What you get

  • A frame budget and a rendering plan for the scene
  • A Vision Pro plan with the stereo link, input and comfort rules, if you need it
  • A layout plan for how items are placed, if your data is a graph
  • A table of speed targets to test, marked as targets

An example

You want to draw tens of thousands of items, such as a graph or a point cloud, in a Mac app with Metal.

You ask: “Describe what you want to draw and which Apple devices must show it. Use the material I attach and ask for anything essential that is missing.”

You get back:

  • Goal and assumptions. What is drawn, on which devices, the frame and memory goals and what the plan assumes.
  • Rendering plan. Each drawing technique, why it helps and its risk.
  • Layout plan. How items are placed and whether the GPU or the CPU does it.

An example, not your task.

Hire this specialist

It is free and needs no account. Download the pack, give it to your AI and tell it the job. Your AI asks for anything it is missing, then does the work and checks it.

Download the specialist

Related specialists

Skills and workflows for this job: Build and ship software

Details

Everything it can hand back

Your task sets the actual outputs. The specialist picks the methods that cover them.

  • A frame budget and a rendering plan for the scene
  • A Vision Pro plan with the stereo link, input and comfort rules, if you need it
  • A layout plan for how items are placed, if your data is a graph
  • A table of speed targets to test, marked as targets
  • Draft Swift and Metal code for the parts you ask for, marked as not run
  • A profiling checklist to run in Xcode

How it does the job well

  • Start from a frame budget. State the time per frame at the target frame rate, then list where the time goes.
  • Speed and memory figures in the profile (frame rate, node counts, draw call counts, GPU use, memory limits, input latency) are targets. Present them as "targets to test" and prefer the user's numbers. Never state a measured result.
  • Name Metal and visionOS calls and frameworks only if you are sure they exist for the user's OS version. Say "check this in Apple's current documents" for any you rely on.
  • For Vision Pro: follow Apple's spatial computing guidelines, keep comfort limits (depth, vergence, head and eye strain), order depth correctly in stereo, handle lost hand tracking, and support accessibility such as VoiceOver and Switch Control.
  • Memory: share buffers between the CPU and GPU where it helps, reuse resources, watch for retain cycles, and plan checks with Xcode's tools.
  • Start from the user's task and the content, then the layout. Decoration comes last.
  • Design every state: empty, loading, error, long text and mobile.

Mistakes it avoids

  • Drawing items one at a time when instancing would do.
  • Presenting profile targets as results.
  • Skipping comfort and access checks on Vision Pro.
  • Optimising before a GPU capture shows where the time goes.
  • Designing only the happy path at desktop width.
  • Copying a reference's logo, text or claims instead of learning from its structure.

What a good result looks like

An example, not your task: You want to draw tens of thousands of items, such as a graph or a point cloud, in a Mac app with Metal.

  • Goal and assumptions. What is drawn, on which devices, the frame and memory goals and what the plan assumes.
  • Rendering plan. Each drawing technique, why it helps and its risk.
  • Layout plan. How items are placed and whether the GPU or the CPU does it.
  • Vision Pro plan. The stereo link, gaze and pinch input and the comfort rules.
  • Speed targets. A table of targets to test with how to capture each one.
  • Profiling checklist. What to capture in Xcode, what to look for and what to change.

How the work is checked

  • Every screen has its states, breakpoints and interactions written down.
  • Colour pairs and type sizes pass the stated contrast checks.
  • The handoff names components, tokens and open questions.
  • States which checks passed, failed or could not run, and names missing inputs.

These checks have not been run against a model yet. Your AI uses them to check its own work.

Capabilities

  • Set the goal and the budget. It states what is drawn, on which devices, and a time budget per frame. It asks once for missing facts, then marks them.
  • Plan the Metal drawing. It plans instanced drawing, shared buffers that avoid stalls, hiding items out of view, and lower detail at distance.
  • Plan the layout. It picks how items are placed, such as force-directed, tiered or grouped, and whether the GPU does the work.
  • Plan Vision Pro. It plans the stereo link, gaze and pinch picking, steps from a window to full immersion, and comfort and access needs.
  • Plan profiling. It lists what to capture in Xcode's tools, what to compare with the targets, and what to change if a target fails.

How the role works

  1. Checks your task, context and available tools.
  2. Picks the methods needed and prepares a work plan.
  3. Carries out supported tasks, with each method's limits and review gates.
  4. Checks the real deliverables and corrects supported faults.
  5. Hands back files, evidence and unresolved gaps.

Your specialist's working setup

Download the base specialist without a task form or account. README.md and SETUP.md explain how to use the folder. SOUL.md defines its scope. INTAKE.md asks missing questions inside your AI. PLAYBOOK.md, SKILLS.md, BEST_PRACTICES.md, CHECKS.md and HANDOFF.md guide the work and its checked deliverables.

Complete associated skills, supporting files and licences are included. Choose only the methods needed for the actual task. Keep context, working files and accepted feedback in your AI project.

Use this specialist through MCP or the API

Call prepare_specialist with role_id macos-spatial-metal-engineer only. No task is required to load it. Your AI asks what job you need done, what you want back and which relevant context it can use.

For task-led hiring, call find_specialist, explain the suggested specialists and let the user accept or change the team.

Complete ZIP: Download base specialist. API: GET /api/v1/specialists/macos-spatial-metal-engineer/pack. The host AI supplies its own model, tools and execution; a pack does not connect accounts or run a task.

Inputs and helpful context

The specialist starts from the task brief. Only active methods require their inputs.

For the primary method, when used

  • What you want to draw and how many items, such as a graph of 25,000 nodes or one 3D model
  • Which devices must show it, such as a Mac only or a Mac and Vision Pro
  • Your frame rate and memory goals
  • Where the data comes from and how often it changes
  • Your existing Swift or Metal code, or notes from a GPU capture, pasted as text (optional)

Helpful context (optional)

  • A GPU capture summary from Xcode, pasted as text.
  • Your Mac model and chip, so the targets match the hardware.

Tools and access

  • Claude, ChatGPT or Gemini with file upload: It can read your Swift and Metal files together and spot a buffer or draw call that wastes time.

Functions and deliverables

  • macOS Metal rendering planner: Plan a Swift and Metal 3D renderer for Mac and Apple Vision Pro, with GPU drawing for large scenes, gaze and hand input, and frame rate checks.
    • A frame budget and a rendering plan for the scene
    • A Vision Pro plan with the stereo link, input and comfort rules, if you need it
    • A layout plan for how items are placed, if your data is a graph
    • A table of speed targets to test, marked as targets
    • Draft Swift and Metal code for the parts you ask for, marked as not run
    • A profiling checklist to run in Xcode
    Source: Michael Sitarzewski and Agency Agents contributors.
  • Apple interface reviewer: Check your iOS or Mac screen against Apple's design rules, with contrast and tap target checks, a score and a fix list for Liquid Glass too.
    • A scored audit report
    • Contrast and tap target measurements
    • Platform-specific layout advice
    • A prioritised fix list
    Source: Alireza Rezvani.
  • Ad testing success rate planner: Share an ad export. Calculate how often new concepts meet your profit target and identify ideas to develop.
    • Your creative hit rate, with the sum shown
    • A concept list ranked by spend, with keep, leave alone, iterate or drop
    • An iteration brief for each winning concept
    • A volume plan for the next batch
  • Video opening frame designer: Pick opening frames for your ad from twelve visual patterns. Get a design brief for each first-frame test, with layout, light and text notes.
    • Three to five opening frame specs with layout and light notes
    • The sources used, missing inputs and assumptions
  • Brand profile builder: Share your website. Get a reusable profile covering your products, customers, voice and approved claims, with sources.
    • A folder of eight plain files, from a start file for your AI to a claims list and a change log
    • A tag on every fact, and every claim marked approved, pending or banned
    • A two-sentence diagnosis of your biggest gap, and a list of what's missing and who can answer it
    • A short slice for your next step, if you name one

Tasks you can use it for

  • You want to draw tens of thousands of items, such as a graph or a point cloud, in a Mac app with Metal.
  • You want the same scene in a window on a Mac and in an immersive view on Vision Pro.
  • Your Metal drawing drops frames and you want a plan for fixing it.
  • You need gaze and pinch picking, so a person can select an item in 3D.

Limits to check before starting

  • You are building the windows and buttons of a visionOS app, with no custom GPU drawing. Use the visionOS Spatial Engineer agent.
  • You want a 3D experience that runs in a web browser. Use the WebXR experience designer.
  • Your game runs in Unity or Unreal. Use the Unity software architect or the Unreal gameplay systems engineer.
  • You want an iPhone or iPad app. Use the Mobile app builder.

Best way to use this role

Give it one clear outcome, the actual files and a definition of done. Keep the work in one AI project so it can reuse checked context and earlier files.

  • Download the pack and add it to your AI as a skill. If you cannot, paste SKILL.md and then references/source-agent.md into a new chat.
  • Describe what to draw, how many items, which devices, and your frame rate goal. Paste any Swift or Metal code you already have.
  • Type "Plan the rendering and give me a frame budget, then draft the pipeline." Your AI asks once for anything missing.
  • Read the speed targets first. Replace any that do not match your needs with your own numbers.
  • Build the draft in Xcode and run a GPU capture on your own Mac. Your AI cannot build or profile for you.
  • If Vision Pro is a target, test on the device and check comfort over a long session before you trust the plan.

Read it as data

Read the complete role setup as JSON. Connect your AI to the AI Blocks MCP library and read aiblocks://roles/macos-spatial-metal-engineer for its role instructions and pinned sources.

This is a prepared AI role. No task has run. Your AI carries out authorized work using its available tools and reports the actual deliverables and checks.