canvas-performance-optimization
Use when an isometric Canvas game drops frames, to cut draw calls and allocations and hold a steady 60fps.
Skill by 0xheycat
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/0xheycat-canvas-performance-optimization
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: design
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/canvas-performance-optimization
What's inside
- Skill name
canvas-performance-optimization- Description
- Use when an isometric Canvas game drops frames, to cut draw calls and allocations and hold a steady 60fps.
- License
- MIT
- Instructions
- 48 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# Canvas Performance Optimization ## Overview Isometric games die by a thousand draw calls. This skill profiles the frame, culls off-screen tiles, batches from the atlas, and removes per-frame allocations to hit a stable 60fps. ## When to Use - Frame rate drops or stutters. - Large maps lag when panning. - You suspect GC pauses or overdraw. ## Process 1. Profile first - measure where the frame time actually goes. 2. Cull: only draw tiles/objects inside the viewport. 3. Batch draws from one atlas to minimize texture binds. 4. Cache static layers (ground) to an offscreen canvas; redraw only when it changes. 5. Eliminate per-frame allocations (reuse arrays/objects). 6. Avoid sub-pixel blits; snap to integer pixels. 7. Re-profile to confirm the fix, do not assume. ```text Profile -> Cull -> Batch -> Cache static layer -> Kill allocations -> Re-profile ``` ## Rationalizations (Stop Lying to Yourself) | Excuse | Reality | |---|---| | "I know what is slow without profiling" | Guessing wastes hours on the wrong thing. Profile first. | | "Redrawing the ground every frame is fine" | Static ground should be cached. Redraw only on change. | ## Red Flags - STOP if you catch yourself: - Optimizing before profiling. - Redrawing static layers every frame. - Allocating inside the render loop. ## Verification You are NOT done until every box is checked: - [ ] Frame time was profiled before and after. - [ ] Off-screen content is culled and static layers cached. - [ ] No allocations occur inside the render loop; 60fps holds.
From 0xheycat/isometric-game-skills, MIT.
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Signals
- Stars
- 40
- Forks
- 5
- Open issues
- 3
- Last commit (this folder)
- Jun 10, 2026 (4 months ago)
- Last release
- Jun 10, 2026 (4 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from 0xheycat
- 0.570score
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Generate seamless, tileable isometric terrain tiles (Hay Day / farm-game style) with ComfyUI on consumer GPUs (RTX 3060 12GB).
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
depth-sorting-occlusion
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Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
camera-pan-zoom-controls
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Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
asset-pipeline-automation
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Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
autotiling-transitions
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Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
animated-sprite-generation
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Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.
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Cite this page
canvas-performance-optimization skill. Agent Mart. https://agentmart.dev/skills/0xheycat-canvas-performance-optimization (last updated 2026-10-24)