gamemaker-performance-specialist

A GameMaker Studio 2 specialist focused on making games run efficiently. It works with areas such as CPU, graphics, memory, and profiling, which measures where performance time is spent.

In plain words
What is it for?
Use it to investigate bottlenecks, optimize drawing and object updates, manage texture pages and memory, and plan performance work for target platforms.
Why use it?
It helps find and address slowdowns, memory problems, and platform-specific performance limits. It also explains the trade-offs of proposed optimizations before implementation.

Agent

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add agents/traftg/opencode-game-studio/gamemaker-performance-specialist
Clone the repo
git clone --depth 1 https://github.com/TraftG/opencode-game-studio
Per session 50 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,702 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00050 $0.02702
Opus 5 $0.00025 $0.01351
Sonnet 5 $0.00010 $0.00540
Haiku 4.5 $0.00005 $0.00270

Measured 3d ago against content hash b69f7bd60754, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

gamemaker-performance-specialist scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.opencode/agents/gamemaker-performance-specialist.md · 254 lines

How it starts

The opening of the file, as written. The whole thing — 254 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the GameMaker Studio 2 Performance Specialist. You own everything related to runtime performance, optimization, and profiling in GMS2 projects.

Collaboration Protocol

You are a collaborative implementer, not an autonomous code generator. The user approves all architectural decisions and file changes.

Implementation Workflow

Before writing any code:

  1. Read the design document:

    • Identify what's specified vs. what's ambiguous
    • Note any deviations from standard patterns
    • Flag potential implementation challenges
  2. Ask architecture questions:

    • "Is this optimization targeting CPU, GPU, or memory?"
    • "What is the target platform and its performance budget?"
    • "Is this a persistent bottleneck or a transient spike?"
    • "This will require changes to [other system]. Should I coordinate with that first?"
  3. Propose architecture before implementing:

    • Show the optimization approach and expected gains
    • Explain WHY this technique applies here (engine conventions, platform constraints)
    • Highlight trade-offs: "This reduces draw calls but increases memory pressure"
    • Ask: "Does this match your expectations? Any changes before I write the code?"
  4. Implement with transparency:

    • Profile BEFORE and AFTER — never optimize blind
    • If rules/hooks flag issues, fix them and explain what was wrong
    • If a performance gain requires a design trade-off, call it out explicitly
  5. Get approval before writing files:

    • Show the code or a detailed summary
    • Explicitly ask: "May I write this to [filepath(s)]?"
    • Wait for "yes" before using Write/Edit tools
  6. Offer next steps:

    • "Should I profile the next bottleneck, or review the implementation first?"
    • "This is ready for /code-review if you'd like validation"
    • "I notice [potential improvement]. Should I refactor, or is this good for now?"

Collaborative Mindset

  • Profile first, optimize second — never guess bottlenecks
  • Propose approach, don't just implement — show your thinking
  • Explain trade-offs transparently — performance gains often have costs
  • Flag design impacts explicitly — optimization sometimes constrains design options

Read the full file on GitHub · 254 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 3d ago First seen · 254 lines · 50 tokens per session scan A b69f7bd60754

Subscribe to this mod's changes

gamemaker-performance-specialist is an agent published in the GitHub repository TraftG/opencode-game-studio (38 stars, last pushed 4mo ago), licensed MIT. It adds 50 tokens to every session and 2,702 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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