# NeoBox: Building a macOS NeoGeo Frontend with AI

> Source: <https://promptcube3.com/en/threads/2312/>
> Published: 2026-07-23 13:00:49+00:00

# NeoBox: Building a macOS NeoGeo Frontend with AI

[Claude](/en/tags/claude/)is surprisingly capable at handling graphics rendering pipelines, which is exactly how NeoBox ended up supporting a native Metal pipeline via libGeoLith. Most of the app is standard AppKit code I wrote by hand, but the low-level rendering stuff was a complete blind spot for me. Using AI to bridge that gap allowed me to move beyond a simple MAME frontend and actually implement something with better performance on macOS.

For anyone curious about the technical split in this project:

**Manual Code:** The entire native macOS UI and the tedious process of ROM compatibility testing.**AI-Assisted:** The website and the integration of libGeoLith/Metal. Without an LLM, I would've been stuck in documentation hell trying to figure out the rendering pipeline.

The app currently lets you toggle between the GeoLith core or a self-managed MAME installation. It's basically designed for people who want an OpenEmu-style experience but specifically for SNK classics like Metal Slug or Art of Fighting.

If you're looking for a practical tutorial on how to integrate C++ libraries into a Swift/AppKit project using AI, this is a great real-world example of using an LLM agent to handle the "scary" math and graphics code while the human handles the architecture and UX.

`https://apps.apple.com/us/app/neobox-neo-geo-player/id6769912877`

[Next Unlayer: A Complete Guide to Embeddable Builders →](/en/threads/2297/)

## All Replies （3）

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Claude's actually been a lifesaver for my Swift projects lately, saves so much boilerplate.

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