web-performance
Skill105 starsChanged 8 months agoMITView on GitHub
Keep a browser game inside its frame budget through allocation discipline, pooling, and devtools-driven profiling.
16 other projects use a version of this.
Adopted by
Most recently taken up by
- Mehul72/skillstheir own version, first seen Nov 8, 2026
- reddygopalkrishna/developer-agent-skillstheir own version, first seen Nov 8, 2026
- ziniman/ai-instructtheir own version, first seen Nov 1, 2026
- chadixearth/graphylooptheir own version, first seen Oct 13, 2026
- nimadorostkar/Claude-Skills-collectiontheir own version, first seen Oct 13, 2026
- shreyam1008/shre-skillstheir own version, first seen Oct 9, 2026
Used with
Projects with it also use web-accessibility.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
hoodiniSkillweb-accessibility
Build accessible web applications following WCAG guidelines. Use when implementing ARIA patterns, keyboard navigation, screen reader support, or ensuring accessibility compliance. Triggers on accessibility, a11y, WCAG, ARIA, screen reader, keyboard navigation.
Also in 3 projects that use this
Other versions16 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 16
- TheDecipherist/claude-code-mastery-project-starter-kit★ 337same name
- nimadorostkar/Claude-Skills-collection★ 33same name
- ziniman/ai-instruct★ 29same name
- reddygopalkrishna/developer-agent-skills★ 8same name
- Lukasbrujula/claude-code-framework★ 4same name
- chadixearth/graphyloop★ 3same name
- casoon/ai-agent-config★ 1same name
- Mehul72/skills★ 1same name
- minagayid/Agents★ 1same name
- SkillMedev/full-stack-web-dev★ 1same name
6 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
- 2d-animation-pipelineSkill
- 3d-animation-pipelineSkill
- 3d-asset-pipelineSkill
- ai-asset-generationSkill
- art-bibleSkill
- audio-implementationSkill
- blender-environment-pipelineSkill
- cinematic-pipelineSkill
- dialogue-content-pipelineSkill
- generated-raster-asset-pipelineSkill
- lighting-lod-pipelineSkill
- localization-pipelineSkill
- materials-shading-pipelineSkill
- placeholder-asset-pipelineSkill
- rigging-skinning-pipelineSkill
- sprite-pipelineSkill
- technical-art-pipelineSkill
- tilemap-pipelineSkill
- ui-animation-pipelineSkill
- ui-asset-pipelineSkill
- vfx-pipelineSkill
- accessibility-designSkill
- combat-designSkill
- core-loop-designSkill
- economy-balancingSkill
- game-feel-designSkill
- level-designSkill
- liveops-designSkill
- monetization-designSkill
- narrative-designSkill
- onboarding-tutorial-designSkill
- procgen-designSkill
- progression-designSkill
- quest-designSkill
- ai-behavior-patternsSkill
- animation-state-patternsSkill
- asset-managementSkill
- build-pipeline-patternsSkill
- event-bus-patternsSkill
- gameplay-architectureSkill
- input-abstractionSkill
- memory-budgetingSkill
- multiplayer-netcode-patternsSkill
- performance-budgetingSkill
- physics-gameplay-patternsSkill
- save-system-patternsSkill
- telemetry-instrumentationSkill
- tools-pipeline-patternsSkill
- ui-hud-patternsSkill
- godot-3d-scenesSkill
- godot-build-releaseSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
6 rules. 0 are common, 6 are distinctive, and 0 are very specific to this project.
0
Common
Most of the 15 edited versions we read keep these.
6
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 11
Keep a browser game inside its frame budget through allocation discipline, pooling, and devtools-driven profiling.
- Distinctive: line 26
read the profile for long tasks, dropped frames, and minor-GC markers.
- Distinctive: line 27
remove steady-state allocation from hot paths: reuse scratch vectors and arrays, avoid per-frame closures, string building, and array …
- Distinctive: line 35
before/after measurements for each optimization
- Distinctive: line 38
every optimization is justified by a profile capture, not intuition
- Distinctive: line 62
Keep this skill aligned with the relevant rules layer and current project documentation.
“Common” is measured: kept by at least 6 in 10 of the 15 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Web Performance
Purpose
Keep a browser game inside its frame budget through allocation discipline, pooling, and devtools-driven profiling.
Use When
- the game stutters, hitches, or misses its frame budget on target devices
- defining performance budgets before heavy content lands
- reviewing per-frame code for allocation and GC pressure
Inputs
- frame budget per target (typically 16.7 ms at 60 Hz) split across simulation, rendering, and headroom
- target device list, including a representative low-end phone
- current profiler captures, if any
- list of high-churn entities (bullets, particles, enemies, popups)
Process
- set explicit budgets per system and measure before optimizing: capture a browser devtools performance profile during real gameplay, not menus
- read the profile for long tasks, dropped frames, and minor-GC markers; use the allocation profiler to find per-frame garbage sources
- remove steady-state allocation from hot paths: reuse scratch vectors and arrays, avoid per-frame closures, string building, and array methods that allocate
- pool high-churn entities with explicit acquire, release, and reset rules so gameplay spikes do not become GC pauses
- cull and throttle: skip offscreen work, cap particle and entity counts, stop or reduce work when the page is hidden, and re-verify on the low-end device after each change
Outputs
- frame budget table per system and device tier
- profiling findings with attributed costs
- pooling and allocation rules for hot paths
- before/after measurements for each optimization
Quality Bar
- every optimization is justified by a profile capture, not intuition
- steady-state gameplay shows near-zero allocation in the heap timeline; GC activity is rare and short
- pooled entities reset fully on release, so reuse never leaks stale state into gameplay
- the frame budget holds on the weakest target device, not just the development machine
- background tabs stop burning CPU and battery
Common Failure Modes
- optimizing unprofiled code while the actual cost sits in an unbatched draw path or a layout-triggering DOM read
- per-frame closures, spreads, and temporary arrays creating a sawtooth heap and periodic GC hitches
- pools that grow without bounds or hand out objects still referenced by live gameplay
- profiling only on a high-end desktop and shipping a game that drops to 20 fps on mid-range phones
- death-by-a-thousand-cuts entity logic where per-entity virtual calls and lookups exceed the simulation budget at peak counts
Related Agents
- performance-reviewer
- gameplay-programmer
- web-reviewer
Related Commands
- perf-budget
- web-review
- verify
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- Framework internals (renderer batching, tween pools) count against the same budgets; profile through the framework rather than assuming it is free.
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Your trail
Files you open will collect here, so you can find them again.
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Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

