Game Performance Optimization
/performance-optimization
Fix performance methodically: profile first, set a frame budget, find the CPU or GPU bottleneck, then pool, batch and cut allocations.
- GitHub 星数
- 2,085 (所在仓库星数,统计于 2026-10-21)
- 许可证
- Apache-2.0
- 最近提交
- 2026/10/09
- 作者
- gamedev-skills
所属合集
Awesome Gamedev Agent Skills
74 portable SKILL.md skills for Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE and Roblox, with a router.
信息来自作者的 README。 GameSkill 还没完整跑过。支持的 Agent 和安装步骤以作者文档为准。
安装
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill performance-optimizationInstalls only this skill. Add -a claude-code (puts it in .claude/skills/), -a codex or -a cursor (.agents/skills/) to choose the agent, and -g to install it for your user instead of the project.
命令照搬项目 README。在本机运行前,请先看一眼仓库。
为指定 Agent 安装
| Agent | -a | 文件夹 |
|---|---|---|
| Claude Code | claude-code | .claude/skills/ |
| Codex | codex | .agents/skills/ |
| Cursor | cursor | .agents/skills/ |
| Gemini CLI | gemini-cli | .agents/skills/ |
| GitHub Copilot | github-copilot | .agents/skills/ |
| OpenCode | opencode | .agents/skills/ |
| Windsurf | windsurf | .windsurf/skills/ |
在命令后加 -a <参数>。以上是项目级文件夹;加 -g 则安装到你的用户目录。
包含内容
- Worked steps: Frame budget math; Measure with the engine profiler; Object pooling; Cut draw calls
- A pitfalls section with the mistakes to avoid
- Bundled 1 reference doc the agent reads when needed
适合
- Requests about performance, optimize, low/dropping FPS, frame drops or stutter
试试这条提示词
My game drops to 40 FPS in big fights. Profile it and fix the bottleneck.关于这个 Skill
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".
From the performance-optimization SKILL.md in gamedev-skills/awesome-gamedev-agent-skills.
What's inside
- The golden rule: measure first, never guess
- Frame budget math (turn "feels slow" into a number)
- Measure with the engine profiler (do this before any fix)
- Object pooling (stop allocating/freeing in hot loops)
- Cut draw calls (the most common GPU-side win)
- Kill per-frame allocations (GC spikes = stutter)
常见问题
搭配使用
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