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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

IndexedMIT★ 40
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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 when an isometric Canvas game drops frames, to cut draw calls and allocations and hold a steady 60fps.

Use cases: design

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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  • 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.

More from 0xheycat/isometric-game-skills

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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

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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)