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Adds a paste-ready planning brief for an ultraplan performance pass, grounded in a full evidence-based audit of the renderer, per-frame CPU, entity/AI scaling, asset/GPU-memory lifecycle, HUD, zone construction, and boot path — every hotspot cites a concrete file and line. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FDUgow6KbNRbJRZgCyACi9
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What
Adds
PERFORMANCE_PLAN_PROMPT.md— a paste-ready planning brief to feed into ultraplan to get the best possible performance-upgrade plan for the game.This is documentation only; no game code changes.
How it was produced
The prompt is grounded in a full, evidence-based performance audit of the codebase (parallel deep-reads across every dimension that matters for a browser 3D game). Every hotspot in the brief cites a concrete
file:line, so the planner starts from facts rather than guesses. Dimensions covered:frustumCulled = falseforced everywhere (defeats culling on beauty and shadow passes); no LOD; GTAO+Bloom+SMAA every frame.Math.hypotin the inner collision loop; per-frame scratch-array /{x,z}literal /[...monsters]allocations feeding a GC drip.querySelectorAll('.cd')~15×/sec.cullLightsscanning an ever-growing light registry.modulepreloadfor the ~687 KB-gz renderer; un-yielded synchronous boot block; autosave synchronously stringifying all three save slots + blockinglocalStorage.setItemon a timer.What the prompt instructs
localStoragesaves, keep WebGPU-first + WebGL2 fallback, keepnpm run checkgreen, no gameplay/balance drift.🤖 Generated with Claude Code
https://claude.ai/code/session_01FDUgow6KbNRbJRZgCyACi9
Generated by Claude Code