gpu-rendering-vulkan-guide

gpu-rendering-vulkan-guide is a skill for Claude Code from xonovex/platform. It costs 127 tokens per session (1,062 once invoked), scanned A, original, MIT.

A guide to rendering graphics with Vulkan, a low-level API where the application directly manages GPU resources, drawing pipelines, and synchronization. It covers Vulkan 1.3 device setup, memory, images, buffers, descriptors, and command execution.

In plain words
What is it for?
Use it when implementing a Vulkan renderer, selecting queues and memory, creating resources and pipelines, recording commands, or debugging synchronization.
Why use it?
It addresses the detailed resource and synchronization work that Vulkan leaves to the application, including memory placement, barriers, and coordination between CPU and GPU work.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the xonovex-game-engine plugin — 11 skills shipped together

Good fit Use it when implementing a Vulkan renderer, selecting queues and memory, creating resources and pipelines, recording commands, or debugging synchronization.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/xonovex/platform/gpu-rendering-vulkan-guide
Install

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.

Any agent
npx skills add xonovex/platform --skill gpu-rendering-vulkan-guide
Clone the repo
git clone --depth 1 https://github.com/xonovex/platform

Made for: Claude Code.

Or install xonovex-game-engine, the plugin that ships this one along with the rest of its 11 skills.

Wrote 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.

agentmods badge for gpu-rendering-vulkan-guide

README.md
[![agentmods](https://agentmods.dev/badge/skills/xonovex/platform/gpu-rendering-vulkan-guide/github.svg)](https://agentmods.dev/skills/xonovex/platform/gpu-rendering-vulkan-guide)
Your own site
<a href="https://agentmods.dev/skills/xonovex/platform/gpu-rendering-vulkan-guide"><img src="https://agentmods.dev/badge/skills/xonovex/platform/gpu-rendering-vulkan-guide/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.

agentmods 80×15 button for gpu-rendering-vulkan-guide

Your own site · 80×15
<a href="https://agentmods.dev/skills/xonovex/platform/gpu-rendering-vulkan-guide"><img src="https://agentmods.dev/badge/skills/xonovex/platform/gpu-rendering-vulkan-guide.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 127 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,062 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00127 $0.01062
Opus 5.5 $0.00051 $0.00425
Sonnet 5.5 $0.00025 $0.00212
Haiku 4.5 $0.00013 $0.00106

Measured 7d ago against content hash 75013392d0b0, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

gpu-rendering-vulkan-guide 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.

packages/runtime/plugin/plugin-game-engine/skills/gpu-rendering-vulkan-guide/SKILL.md · 51 lines

How it starts

The opening of the file, as written. The whole thing — 51 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Vulkan Rendering Guidelines

The concrete Vulkan API for a low-level renderer. This skill is the Vulkan how; apply gpu-rendering-guide for the why and the API-agnostic architecture (render graphs, binding model, sync model, frames-in-flight, memory strategy). For the general allocator principle behind device memory see memory-management-guide.

Requirements

  • Vulkan 1.3 (or 1.2 + the relevant extensions: VK_KHR_synchronization2, VK_KHR_dynamic_rendering, VK_EXT_descriptor_indexing, VK_KHR_timeline_semaphore).
  • Validation layers + synchronization validation on in development; a frame debugger (RenderDoc-class) for capture.

Setup

  • Device & queues - VkInstance → physical device → VkDevice; select graphics/compute/transfer queue families, see references/device-and-queues.md
  • Device memory - VkPhysicalDeviceMemoryProperties types/heaps; few vkAllocateMemory + sub-allocation; staging, see references/device-memory.md

Resources & sync

Pipelines & binding

  • Descriptors - VkDescriptorSetLayout/Pool/Set, update-after-bind for bindless, push constants, set frequency, see references/descriptors.md
  • Pipelines - VkPipeline (graphics/compute), VkPipelineCache, dynamic rendering vs render passes, dynamic state, see references/pipelines.md

Commands & present

Read the full file on GitHub · 51 lines

Changes

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.

  1. 7d ago Changed · -3 lines 75013392d0b0
  2. 1mo ago First seen · 54 lines · 127 tokens per session scan A fb2f6f2119bd

Subscribe to this mod's changes

gpu-rendering-vulkan-guide is a skill published in the GitHub repository xonovex/platform (6 stars, last pushed 4d ago), licensed MIT. It adds 127 tokens to every session and 1,062 once invoked, about $0.0005 per session on Opus 5.5. 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 2026-09-08.

Related

Other skills, from other repositories

harbor-daytona

Use Harbor's Daytona sandbox platform for computer use — creating sandboxes, taking screenshots, sending mouse/keyboard input, and building agent loops. Use when the user wants to interact with a GUI, automate a desktop, do computer use, control a browser visually, or run Claude computer use against a Daytona sandbox.

av/harbor · 67 tokens

gamedev-multiplayer

Use when adding multiplayer or netcode to a game — client-server vs P2P, server authority and anti-cheat, state replication vs RPCs, prediction and reconciliation, lag compensation, plus Godot 4 / Unity NGO / Unreal wiring. NOT single-player gameplay (that is godot, unity, unreal), NOT matchmaking or server hosting…

ericrisco/rsc-harness · 86 tokens

gamedev-physics

Use when working with a game engine's physics — rigid bodies, colliders, collision layers and masks, character controllers, joints, forces versus impulses, raycasts and shapecasts, or when a simulation is unstable (tunnelling, jitter, missed overlaps). Covers the Godot, Unity and Unreal equivalents. NOT rendering or…

ericrisco/rsc-harness · 102 tokens

swallowtail

Use the complete Godot development loop from the swallowtail CLI: discover the live engine API, build and edit in the open editor, run and play the game, observe state, debug failures, fix them in place, and verify the result. Use when the task involves creating or modifying a Godot project, testing game behavior…

regiellis/godot-mcp-go · 0 tokens

hz-platform-sdk

Guides integration of the Horizon Platform SDK for Meta VR and Horizon OS Android/Kotlin apps — achievements, IAP, users, leaderboards, presence, notifications, abuse reporting, entitlements, asset files, application lifecycle, consent, device integrity, language packs, user age categories, and rate and review. Covers…

meta-quest/agentic-tools · 135 tokens

level-design-patterns

Use when an upstream mechanics brief must become playable spatial structure—block out spaces and critical paths, place gates and rewards, shape pacing and challenge, map each beat to its intended feeling, and define per-stage playtest assertions. It owns layouts and encounter flow; upstream system tuning and…

mtarcure/claude-vibe-squad · 66 tokens