game-perf-patterns

game-perf-patterns is a skill for Claude Code, Codex from HermeticOrmus/LibreGameDev-Claude-Code. It costs 0 tokens per session (1,901 once invoked), scanned A, original, MIT.

Godot game-performance patterns for rendering many repeated objects, measuring game-specific performance, and reusing objects through pooling.

In plain words
What is it for?
Use them for large groups of identical 3D objects, custom performance measurements, additions to Godot's profiler, or generic object pools.
Why use it?
They provide ways to reduce repeated rendering work and avoid repeatedly creating and removing the same kinds of game objects.

Skill for Claude CodeCodex

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 skills/hermeticormus/libregamedev-claude-code/game-perf-patterns
Any agent
npx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill game-perf-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

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 game-perf-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/game-perf-patterns.svg)](https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/game-perf-patterns)
Your own site
<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/game-perf-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/game-perf-patterns.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,901 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 $0.00000 $0.01901
Opus 5 $0.00000 $0.00950
Sonnet 5 $0.00000 $0.00380
Haiku 4.5 $0.00000 $0.00190

Measured 5d ago against content hash 74e025c05b35, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

game-perf-patterns 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 5d 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.

plugins/performance-optimization/skills/game-perf-patterns/SKILL.md · 228 lines

How it starts

The opening of the file, as written. The whole thing — 228 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Performance Patterns

MultiMeshInstance3D for Batch Rendering

# Render thousands of identical objects with a single draw call
class_name FoliageRenderer extends Node3D
@export var mesh: Mesh
@export var count: int = 1000
@export var spread_radius: float = 50.0

@onready var multimesh_instance: MultiMeshInstance3D = $MultiMeshInstance3D

func _ready() -> void:
    var multimesh := MultiMesh.new()
    multimesh.mesh = mesh
    multimesh.transform_format = MultiMesh.TRANSFORM_3D
    multimesh.instance_count = count

    for i in count:
        var angle := randf() * TAU
        var radius := randf() * spread_radius
        var pos := Vector3(cos(angle) * radius, 0.0, sin(angle) * radius)
        # Raycast to ground for terrain alignment
        pos.y = _get_ground_height(pos)
        var random_rotation := Basis.from_euler(Vector3(0, randf() * TAU, 0))
        var random_scale := randf_range(0.8, 1.2)
        multimesh.set_instance_transform(i, Transform3D(
            random_rotation.scaled(Vector3.ONE * random_scale),
            pos
        ))

    multimesh_instance.multimesh = multimesh

func _get_ground_height(pos: Vector3) -> float:
    var space := get_world_3d().direct_space_state
    var query := PhysicsRayQueryParameters3D.create(
        pos + Vector3.UP * 100.0,
        pos + Vector3.DOWN * 10.0,
        0b0001  # ground layer
    )
    var result := space.intersect_ray(query)
    return result.position.y if result else 0.0

Custom Performance Monitor

# Add game-specific metrics to Godot's built-in profiler
class_name GameMetrics extends Node
var _enemy_count: int = 0
var _projectile_count: int = 0
var _active_particles: int = 0

func _ready() -> void:
    # Register custom monitors (visible in Godot Profiler > Monitors)
    Performance.add_custom_monitor(
        "game/active_enemies",
        func(): return _enemy_count
    )
    Performance.add_custom_monitor(
        "game/active_projectiles",
        func(): return _projectile_count
    )
    Performance.add_custom_monitor(
        "game/draw_calls",
        func(): return Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME)
    )
    Performance.add_custom_monitor(
        "game/physics_contacts",
        func(): return Performance.get_monitor(Performance.PHYSICS_3D_COLLISION_PAIRS)
    )

func update_counts(enemies: int, projectiles: int) -> void:
    _enemy_count = enemies
    _projectile_count = projectiles

Read the full file on GitHub · 228 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. 5d ago First seen · 228 lines · 0 tokens per session scan A 74e025c05b35

Subscribe to this mod's changes

game-perf-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,901 tokens. 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 2026-08-31.

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