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SKILL.md

performance-optimization

Agent skill fromgamedev-skills/awesome-gamedev-agent-skills

Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow".

How to install performance-optimization

install performance-optimization
# install the awesome-gamedev-agent-skills pack with the skills CLI
npx skills add gamedev-skills/awesome-gamedev-agent-skills

# or add only this skill to Claude Code: copy the folder

skills/disciplines/performance-optimization/

# into

~/.claude/skills/performance-optimization/ (all projects)

.claude/skills/performance-optimization/ (one project)

skills/disciplines/performance-optimization/SKILL.md

Apache-2.0Full file
1# Performance optimization
2
3Performance work is a measurement discipline, not a bag of tricks. The method is always the
4same: **profile → find the one bottleneck → fix that → measure again**. This skill teaches that
5loop and the highest-leverage fixes (pooling, batching, allocation control, asset budgets), and
6points you at each engine's profiler. It pairs with `physics-tuning` for simulation cost.
7
8## When to use
9
10- Use when the frame rate is low or uneven, the game stutters/hitches, or it must hit a target
11 (60 FPS desktop, 30/60 mobile) and currently doesn't.
12- Use to decide *what* to optimize: profile, read the frame budget, and identify whether the CPU
13 or GPU is the bottleneck before changing any code.
14- Use to apply specific fixes: object pooling, draw-call/batch reduction, removing per-frame
15 allocations and GC spikes, and setting asset budgets.
16
17**When *not* to use:** for physics jitter/tunneling/timestep specifically, use `physics-tuning`.
18For the engine's concrete profiler UI and rendering settings, use that
19engine skill (`godot-export` covers some build settings; engine cores cover the rest). This skill
20is the cross-engine method and the shared fixes.
21
22## The golden rule: measure first, never guess
23
24Most performance "fixes" applied without profiling target the wrong thing and add complexity for
25no gain. **Do not optimize code you have not measured.** Open the profiler, find the single
26…

Excerpt shown under the repository's Apache-2.0 license.

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