Pixijs performance
Skill Xopoko/plug-n-skills/plugins/pixijs/skills/pixijs-performance
Ready-to-install skills and plugins for Codex, Claude Code, and AI coding agents: practical workflows for app delivery, architecture, research, design, and agent tooling.
npx -y skills add Xopoko/plug-n-skills --skill pixijs-performanceAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 8 stars8 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
Use for PixiJS v8 performance: FPS, jank, draw calls, batching, GPU memory, destroy patterns, cacheAsTexture, GCSystem, PrepareSystem, Culler, pooling, resolution.
The file declares its own license as MIT. That is the author’s claim about this one file, and it is not the same thing as the license GitHub reports for the repository, which is listed with the other numbers below.
SKILL.md
1.8 KB, 367 tokens by cl100k_base, as published. Nobody here has run it
Use this when a PixiJS app is slow, memory-heavy, janky, or leaking resources.
Triage Order
- Measure FPS, frame time, draw calls, texture memory, and object counts before changing code.
- Remove per-frame allocation,
Graphics.clear()redraw loops, and unnecessary texture creation. - Fix batching blockers: many base textures, filters, masks, blend-mode switches, and render groups.
- Cull offscreen work only when culling cost is lower than rendering cost.
- Destroy and unload resources deliberately during screen/level transitions.
Rules
- Static complex vector art: consider
cacheAsTexture, then turn it off before destroy if needed. - Dynamic repeated objects: pool containers/sprites; avoid creating/destroying in the hot loop.
- Many simple sprites: use atlases and, when feature tradeoffs fit,
ParticleContainer. - Dynamic text: prefer
BitmapTextor reduce text updates. - GPU upload spikes: use
PrepareSystemor preload before the object appears. - Same-tab app recreation: coordinate
app.destroy(...),Assets.unload(...), andreleaseGlobalResources.
Deep Reads
- Full performance checklist and examples: references/details.md
- Assets and atlases:
pixijs-assets - Culling and scene structure:
pixijs-scene-core-concepts,pixijs-scene-container - Custom batchers/shaders:
pixijs-custom-rendering
Common Fixes
- Redrawing
Graphicsevery frame: animate transforms or move to sprites/mesh. - Memory leak after scene swap: destroy display objects and unload assets that are no longer referenced.
- Culling makes things slower: remove it for small/simple object counts.
What ships with it: 1 file
15.2 KB alongside SKILL.md
references/
- details.md15.2 KB