pixi-performance

pixi-performance is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 125 tokens per session (3,644 once invoked), scanned A, a copy of pixijs-performance, MIT.

A guide to measuring and improving the performance of PixiJS applications, including frame rate, draw calls, and GPU memory use.

In plain words
What is it for?
Use it when a game or interactive scene is slow, uses too much memory, renders too many objects, or needs profiling guidance.
Why use it?
It helps identify rendering or memory bottlenecks and choose targeted fixes such as batching, pooling, caching, culling, or cleanup.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it when a game or interactive scene is slow, uses too much memory, renders too many objects, or needs profiling guidance.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/pixi-performance
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.

Any agent
npx skills add bullish0x/GameStudio --skill pixi-performance
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for pixi-performance

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-performance/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/pixi-performance)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/pixi-performance"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-performance/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for pixi-performance

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/pixi-performance"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-performance.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 125 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,644 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 97% copy Near-identical to another mod 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 5.1 $0.00125 $0.03644
Opus 5 $0.00063 $0.01822
Sonnet 5 $0.00025 $0.00729
Haiku 4.5 $0.00013 $0.00364

Measured 8d ago against content hash 178c2c4f0678, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

pixi-performance 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 8d 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.

Origin

This is a copy

97% identical to pixijs-performance — 12 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/skills/pixi-performance/SKILL.md · 461 lines

How it starts

The opening of the file, as written. The whole thing — 461 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Profile before optimizing. PixiJS handles a lot of content well out of the box; browser DevTools Performance + GPU profiling should be your first move. Once you've found the bottleneck, apply the targeted pattern below (destroy, pool, batch, cache, or cull).

Quick Start

container.cacheAsTexture(true);
container.updateCacheTexture();
container.cacheAsTexture(false);
container.destroy({ children: true });

import { CullerPlugin, extensions } from "pixi.js";
extensions.add(CullerPlugin);

offscreenContainer.cullable = true;
offscreenContainer.cullArea = new Rectangle(0, 0, 256, 256);

// Tune GC via init options (ms). The `textureGC.*` properties are
// deprecated since 8.15.0 — use these on the Application init instead.
await app.init({ gcMaxUnusedTime: 60_000, gcFrequency: 30_000 });

Related skills: pixijs-scene-container (destroy options), pixijs-scene-core-concepts (render groups, layers, culling), pixijs-scene-text (BitmapText for dynamic content), pixijs-assets (atlasing), pixijs-custom-rendering (custom batchers).

Core Patterns

Proper destroy with cleanup

import { Sprite, Assets } from "pixi.js";

const texture = await Assets.load("character.png");
const sprite = new Sprite(texture);

// Destroy sprite only (preserve texture for reuse)
sprite.destroy();

// Destroy sprite AND its texture
sprite.destroy({ children: true, texture: true, textureSource: true });

When done with a loaded asset entirely:

Assets.unload("character.png");

This removes it from the cache and unloads the GPU resource.

Application destroy/recreate cycle

import { Application } from "pixi.js";

// Correct destroy that cleans global pools
app.destroy({ releaseGlobalResources: true });

const newApp = new Application();
await newApp.init({ width: 800, height: 600 });

Without releaseGlobalResources: true, pooled objects (batches, textures) from the old app leak into the new one, causing flickering and corruption.

Texture garbage collection

Read the full file on GitHub · 461 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. 8d ago First seen · 461 lines · 125 tokens per session scan A 178c2c4f0678

Subscribe to this mod's changes

pixi-performance is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 125 tokens to every session and 3,644 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 97% identical to pixijs-performance, differing in 12 lines, and is treated as a copy.

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