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From nethercore
Optimization techniques for Nethercore WASM games. Covers WASM binary size reduction (LTO, wasm-opt), texture and mesh compression, audio optimization, and state size minimization. Use when a ROM exceeds size limits or when reducing build output size.
npx claudepluginhub nethercore-systems/nethercore-ai-plugins --plugin nethercoreHow this skill is triggered — by the user, by Claude, or both
Slash command
/nethercore:optimizationThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
```toml
Asset pipeline optimization, compression, streaming, and resource management for efficient game development and delivery.
Profiles and optimizes Unity game performance using Profiler, Frame Debugger, Memory Profiler; covers CPU/GPU bottlenecks, GC reduction, object pooling, batching, LOD, occlusion culling, and platform tweaks.
Guides importing and managing assets in Godot 4.3+ — image compression, 3D scene import, audio formats, and import configuration.
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[profile.release]
lto = true # Link-time optimization
opt-level = "z" # Optimize for size
codegen-units = 1 # Better optimization
panic = "abort" # Smaller than unwind
strip = true # Strip symbols
wasm-opt -Oz game.wasm -o game.wasm
Typical savings: 20-40%
All textures use BC7 compression (4:1 ratio):
| Original | Compressed |
|---|---|
| 256x256 RGBA (256 KB) | 64 KB |
| 512x512 RGBA (1 MB) | 256 KB |
Resolution targets:
| Format | Size/Vertex |
|---|---|
| Position only | 12 bytes |
| Pos + UV | 20 bytes |
| Pos + UV + Normal | 32 bytes |
| Full | 40 bytes |
Poly targets:
// Use compact types
struct Position { x: f32, y: f32 } // 8 bytes
struct Position { x: i16, y: i16 } // 4 bytes (fixed-point)
// Fixed arrays, not Vec
entities: [Entity; 64], // Known size