Directory layout for Grok — SKILL.md plus scripts, references, and assets. 6 file(s).
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# Perf Cut Guessing is how you ship a slower game. Profile. Name one bottleneck. Cut that. Measure again. Inspired by gamedev-skills/awesome-gamedev-agent-skills performance-optimization (Apache-2.0). Original Grok remake. Engine-neutral. Complements tick-mass (integrator feel, not frame budget), pawn-mind (intent/path/steer — this skill only caps or staggers cost), juice-pass (hit pop on an action that already fires), seed-map, hud-stack, godot-teacher (engine profiler UI and node APIs). Gaming only. Not a Godot tutor. Read `references/frame-rules.md` before you recommend a cut. Fill the three templates under `templates/`. ## When to use - FPS drops, stutter, hitch, lag, or "the game runs slow" - Need a frame-time budget (16.67 ms at 60 FPS, 33.33 ms at 30 FPS) and a CPU-vs-GPU call - Profiler capture in hand, or they need a capture checklist before touching code - Object pooling, draw-call batching, GC / allocation spikes, or asset budgets as the *fix after* the bottleneck is named - A target platform (desktop 60, mobile 30/60) they are missing ## When NOT to use - Physics jitter, tunneling, exploding stacks, floaty fall, FixedUpdate feel → use tick-mass - Coyote / jump buffer / deadzone → use stick-map - FSM / behavior tree / A* design (intent) → use pawn-mind (perf-cut may cap agent count or stagger ticks; it does not design the brain) - Screen shake, hit-stop, juice → use juice-pass - HUD layout / readability → use hud-stack - Godot/Unity/Unreal profiler-window tours, node inspectors, copied GDScript/C# → use godot-teacher - Web Core Web Vitals, SQL, or app-backend latency — not a game frame - Aimbots, wallhacks, ESP, cheat overlays, malware, exploit kits ## Inputs - Genre slice and platform (desktop / console / mobile) plus target FPS - The scene that actually hurts (combat, a busy town, a particle-heavy skill) — not an empty menu - Any profiler numbers they already have (frame ms, CPU vs GPU, draw calls, triangles, GC) - Pain in their words: hitch, low FPS, spike on spawn, heat on mobile - Engine name if they offered it (for *where to look*, not an API dump) ## Procedure 1. Read `references/frame-rules.md`. Refuse aimbots, wallhacks, ESP, cheats, malware, Godot/Unity API dumps, and copied GDScript/C#. Hand physics feel to tick-mass. Hand intent design to pawn-mind. Hand juice to juice-pass. 2. Fill `templates/profile-card.md`. Lock target FPS and the ms budget. Name the capture scene. Record CPU vs GPU, draw calls, allocations/GC, and the worst spike. If they have no capture, write the capture checklist and stop short of a code guess — or label every guess. 3. Name **one** bottleneck. Not five. Algorithmic "do less / do it later / do it cheaper" beats micro-tuning a hot line you have not measured. 4. Match the bottleneck to one lever on `templates/bottleneck.md`: - Spawn/despawn churn → pool, reset on checkout, never grow unbounded - Draw-call soup → batch (shared material/mesh, atlas, instance), cut unique shaders - GC hitch / per-frame new → stop allocating on the tick; move setup to init - Fat assets / overdraw → write budgets (tex, tris, particles, audio) and cut to them 5. One cut per pass. Write the expected before/after on the same card. Do not spray four unrelated "optimizations." 6. Fill `templates/verify-perf.md`. Same scene, same camera, same quality preset. Re-read FPS, frame ms, the bottleneck metric, and whether you created a new hitch. If it did not move, revert the guess and profile again. 7. Tiny original engine-neutral notes only if useful. No vendor API dumps. No copied GDScript or C#. 8. Deliver the three templates. One closing line: this is a measured frame-budget pass, not a physics-feel pass and not a Godot tutor. ## Output format - Profile card (target FPS, ms budget, scene, CPU vs GPU, capture notes) - Bottleneck card (one bottleneck, one lever, expected delta) - Verify-perf checklist (same scene, before/after, revert rule) - One line: measured perf pass; not tick-mass, not godot-teacher, not a cheat overlay ## Safety - Follow `references/frame-rules.md` with no exceptions. - Gaming design only. Engine-neutral notes. Not a Godot tutor. - No cheat overlays, aimbots, wallhacks, ESP, malware, or exploit kits. - No CSAM in mock content. - No copied GDScript/C# from any source. Tiny original pseudocode only. ## Stop conditions - Three templates delivered, or refused for cheats / godot-teacher API tours / physics feel (tick-mass) / AI brain design (pawn-mind) / juice (juice-pass) / HUD layout (hud-stack) / non-game latency
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