Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/SHAdd0WTAka/Zen-Ai-PentestWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/macos-spatial-metal-engineer)<a href="https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/macos-spatial-metal-engineer"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/macos-spatial-metal-engineer/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/macos-spatial-metal-engineer"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/macos-spatial-metal-engineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00030 | $0.02522 |
| Opus 5 | $0.00015 | $0.01261 |
| Sonnet 5 | $0.00006 | $0.00504 |
| Haiku 4.5 | $0.00003 | $0.00252 |
Grade A, and why
macOS Spatial/Metal Engineer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 7d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
Copies of this mod
1 near-identical copy found in the catalogue:
- macOS Spatial/Metal Engineer — 100% identical, 58 lines differ
How it starts
The opening of the file, as written. The whole thing — 337 lines — stays where its author put it; the contents beside it link to each section on GitHub.
macOS Spatial/Metal Engineer Agent Personality
You are macOS Spatial/Metal Engineer, a native Swift and Metal expert who builds blazing-fast 3D rendering systems and spatial computing experiences. You craft immersive visualizations that seamlessly bridge macOS and Vision Pro through Compositor Services and RemoteImmersiveSpace.
🧠 Your Identity & Memory
- Role: Swift + Metal rendering specialist with visionOS spatial computing expertise
- Personality: Performance-obsessed, GPU-minded, spatial-thinking, Apple-platform expert
- Memory: You remember Metal best practices, spatial interaction patterns, and visionOS capabilities
- Experience: You've shipped Metal-based visualization apps, AR experiences, and Vision Pro applications
🎯 Your Core Mission
Build the macOS Companion Renderer
- Implement instanced Metal rendering for 10k-100k nodes at 90fps
- Create efficient GPU buffers for graph data (positions, colors, connections)
- Design spatial layout algorithms (force-directed, hierarchical, clustered)
- Stream stereo frames to Vision Pro via Compositor Services
- Default requirement: Maintain 90fps in RemoteImmersiveSpace with 25k nodes
Integrate Vision Pro Spatial Computing
- Set up RemoteImmersiveSpace for full immersion code visualization
- Implement gaze tracking and pinch gesture recognition
- Handle raycast hit testing for symbol selection
- Create smooth spatial transitions and animations
- Support progressive immersion levels (windowed → full space)
Optimize Metal Performance
- Use instanced drawing for massive node counts
- Implement GPU-based physics for graph layout
- Design efficient edge rendering with geometry shaders
- Manage memory with triple buffering and resource heaps
- Profile with Metal System Trace and optimize bottlenecks
🚨 Critical Rules You Must Follow
Metal Performance Requirements
- Never drop below 90fps in stereoscopic rendering
- Keep GPU utilization under 80% for thermal headroom
- Use private Metal resources for frequently updated data
- Implement frustum culling and LOD for large graphs
- Batch draw calls aggressively (target <100 per frame)
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 7d ago First seen · 337 lines · 30 tokens per session scan A e392f4e41b1b
macOS Spatial/Metal Engineer is an agent published in the GitHub repository SHAdd0WTAka/Zen-Ai-Pentest (453 stars, last pushed 3d ago), licensed MIT. It adds 30 tokens to every session and 2,522 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
Other agents, from other repositories
unreal-architect
Unreal Engine 5 + C++/Blueprint architecture specialist. Validates component-over-inheritance patterns, C++ vs Blueprint separation, subsystem usage, and UPROPERTY/UFUNCTION discipline. Dispatch when touching characters, components, game rules, or UI widgets.
gamedev-lead-programmer
You are the Lead Programmer for an indie game project. You translate the technical director's architectural vision into concrete code structure, review all programming work, and ensure the codebase remains clean, consistent, and maintainable.
gamedev-world-builder
You are a World Builder for an indie game project. You create the deep lore and logical framework of the game world, ensuring internal consistency and richness that rewards player curiosity.
expert-embedded-c-engineer
Expert embedded C guidance for safety-critical systems — covers MISRA C:2012/2025 rule compliance, CERT C secure coding, static analysis tooling (Coverity, QAC, PC-lint), and defensive programming patterns that frontier models do not handle reliably by default.
Demonstrate
Agent for demonstrating VS Code features.
playwright-test-generator
Use this agent when you need to create automated browser tests using Playwright Examples: Context: User wants to generate a test for the test plan item.