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.
npx agentmods add skills/striderza/opencodegamestudios/perf-profilenpx skills add striderZA/OpenCodeGameStudios --skill perf-profilegit clone --depth 1 https://github.com/striderZA/OpenCodeGameStudiosWrote 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.
[](https://agentmods.dev/skills/striderza/opencodegamestudios/perf-profile)<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/perf-profile"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/perf-profile.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00026 | $0.00938 |
| Opus 5 | $0.00013 | $0.00469 |
| Sonnet 5 | $0.00005 | $0.00188 |
| Haiku 4.5 | $0.00003 | $0.00094 |
Grade A, and why
perf-profile 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 yesterday.
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.
This is a copy
94% identical to perf-profile — 3 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.
How it starts
The opening of the file, as written. The whole thing — 126 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Phase 1: Determine Scope
Read the argument:
- System name → focus profiling on that specific system
full→ run a comprehensive profile across all systems
Phase 2: Load Performance Budgets
Check for existing performance targets in design docs or AGENTS.md:
- Target FPS (e.g., 60fps = 16.67ms frame budget)
- Memory budget (total and per-system)
- Load time targets
- Draw call budgets
- Network bandwidth limits (if multiplayer)
Phase 3: Analyze Codebase
CPU Profiling Targets:
_process()/Update()/Tick()functions — list all and estimate cost- Nested loops over large collections
- String operations in hot paths
- Allocation patterns in per-frame code
- Unoptimized search/sort over game entities
- Expensive physics queries (raycasts, overlaps) every frame
Memory Profiling Targets:
- Large data structures and their growth patterns
- Texture/asset memory footprint estimates
- Object pool vs instantiate/destroy patterns
- Leaked references (objects that should be freed but aren't)
- Cache sizes and eviction policies
Rendering Targets (if applicable):
- Draw call estimates
- Overdraw from overlapping transparent objects
- Shader complexity
- Unoptimized particle systems
- Missing LODs or occlusion culling
I/O Targets:
- Save/load performance
- Asset loading patterns (sync vs async)
- Network message frequency and size
Phase 4: Generate Profiling Report
## Performance Profile: [System or Full]
Generated: [Date]
### Performance Budgets
| Metric | Budget | Estimated Current | Status |
|--------|--------|-------------------|--------|
| Frame time | [16.67ms] | [estimate] | [OK/WARNING/OVER] |
| Memory | [target] | [estimate] | [OK/WARNING/OVER] |
| Load time | [target] | [estimate] | [OK/WARNING/OVER] |
| Draw calls | [target] | [estimate] | [OK/WARNING/OVER] |
### Hotspots Identified
| # | Location | Issue | Estimated Impact | Fix Effort |
|---|----------|-------|------------------|------------|
### Optimization Recommendations (Priority Order)
1. **[Title]** — [Description]
- Location: [file:line]
- Expected gain: [estimate]
- Risk: [Low/Med/High]
- Approach: [How to implement]
### Quick Wins (< 1 hour each)
- [Simple optimization 1]
### Requires Investigation
- [Area that needs actual runtime profiling to confirm impact]
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.
- yesterday First seen · 126 lines · 26 tokens per session scan A 2f94c7692c4f
perf-profile is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (84 stars, last pushed 24d ago), licensed MIT. It adds 26 tokens to every session and 938 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 94% identical to perf-profile, differing in 3 lines, and is treated as a copy.
Other skills, from other repositories
generated-raster-asset-pipeline
Define acceptance, validation, and runtime integration rules for raster assets generated with image models before they become real project content.
lighting-lod-pipeline
Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets.
2d-animation-pipeline
Define authoring, import, and state machine rules for frame-by-frame and skeletal 2D animations.
sprite-pipeline
Define import, slicing, atlas packing, and naming rules for 2D sprite assets.
ui-animation-pipeline
Define transition, feedback, and state-driven animation rules for UI elements.
tilemap-pipeline
Define tileset creation, auto-tile rules, collision shapes, and tilemap configuration for 2D levels.