optimize-web-motion
Profile and reduce the CPU, GPU, memory, and lifecycle cost of browser animation, canvas, WebGL, timers, listeners, and observers. Use for jank, high power use, long-session slowdown, offscreen work, memory growth, or motion regressions that require measured fixes.
- License 许可
- MIT
- 最近更新
- 2026-11-13
- Stars
- ★ 4
- Forks
- 3
01 前言 Front Matter
- name
- optimize-web-motion
- engines
- [ "AGNOSTIC" ]
- description
- Profile and reduce the CPU, GPU, memory, and lifecycle cost of browser animation, canvas, WebGL, timers, listeners, and observers. Use for jank, high power use, long-session slowdown, offscreen work, memory growth, or motion regressions that require measured fixes.
02 资源文件 14
- 参考文档agents/openai.yaml233 B
- 参考文档architecture-decision-template.md337 B
- 其他customize.toml1.6 KB
- 资产文件data/domain-complexity.csv2.1 KB
- 资产文件data/project-types.csv758 B
- 参考文档steps/step-01-init.md6.4 KB
- 参考文档steps/step-01b-continue.md6.1 KB
- 参考文档steps/step-02-context.md8.4 KB
- 参考文档steps/step-03-starter.md11.7 KB
- 参考文档steps/step-04-decisions.md10.0 KB
- 参考文档steps/step-05-patterns.md10.7 KB
- 参考文档steps/step-06-structure.md10.9 KB
- 参考文档steps/step-07-validation.md11.8 KB
- 参考文档steps/step-08-complete.md3.3 KB
03 SKILL.md 正文
Optimize Web Motion
When to use
- A page slows down during scrolling or over time.
- Animations continue while hidden or offscreen.
- A canvas or WebGL feature exceeds its performance budget.
Workflow
- Inventory every animation loop, timer, listener, observer, canvas, renderer, and dynamically allocated resource.
- Establish a repeatable route, viewport, input sequence, duration, and baseline metrics.
- Identify whether the limit is main-thread work, layout, paint, GPU, memory, or uncontrolled lifetime.
- Apply low-risk fixes first: pause offscreen work, reduce update rates, reuse allocations, batch reads and writes, and clean up ownership.
- Respect reduced motion and background-tab visibility.
- Repeat the baseline and add regression thresholds for the fixed behavior.
Output
- A motion-runtime inventory.
- Before-and-after evidence with the limiting resource identified.
- Fix summary, regression guard, and residual risk.
Guardrails
- Do not remove meaningful feedback solely to improve a score.
- Do not claim a performance improvement without comparable measurements.
- Do not hide leaked ownership by forcing periodic reloads.
Engine and feedback budgets
Resolve ENGINE.md and compatible feature skills before engine APIs. Declare target device, build, frame/CPU/GPU/memory/loading budgets and measurement windows; do not impose universal 60 FPS. Measure representative UI layout, HUD lifecycle, overlapping effects and shader/audio/haptic requests, including disabled accessibility settings and interruption. Browser profiling requires a browser build; native engines need native tooling. Feedback cannot determine authoritative outcomes and physical haptics require hardware evidence.
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