perf-profile

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Structured performance profiling workflow. Identifies bottlenecks, measures against budgets, and generates optimization recommendations with priority rankings.

AI & Automation 21,463 stars 3118 forks Updated 3 weeks ago MIT

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## Phase 1: Determine Scope Read the argument: - System name → focus profiling on that specific system - `full` → run a comprehensive profile across all systems --- ## Phase 2: Load Performance Budgets Check for existing performance targets in design docs or CLAUDE.md: - Target FPS (e.g., 60fps = 16.67ms frame budget) - Memory budget (total and per-system) - Load time targets - Draw call budgets - Network bandwidth limits (if multiplayer) --- ## Phase 3: Analyze Codebase **CPU Profiling Targets:** - `_process()` / `Update()` / `Tick()` functions — list all and estimate cost - Nested loops over large collections - String operations in hot paths - Allocation patterns in per-frame code - Unoptimized search/sort over game entities - Expensive physics queries (raycasts, overlaps) every frame **Memory Profiling Targets:** - Large data structures and their growth patterns - Texture/asset memory footprint estimates - Object pool vs instantiate/destroy patterns - Leaked references (objects that should be freed but aren't) - Cache sizes and eviction policies **Rendering Targets (if applicable):** - Draw call estimates - Overdraw from overlapping transparent objects - Shader complexity - Unoptimized particle systems - Missing LODs or occlusion culling **I/O Targets:** - Save/load performance - Asset loading patterns (sync vs async) - Network message frequency and size --- ## Phase 4: Generate Profiling Report ```markdown ## Performance Profile: [System or Full] Generated:...

Details

Author
Donchitos
Repository
Donchitos/Claude-Code-Game-Studios
Created
4 months ago
Last Updated
3 weeks ago
Language
Shell
License
MIT

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