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muratori-performance-aware村取性能意识

Agent Skill

muratori-performance-aware 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

188

周安装

8

GitHub Stars

6

下载量

66
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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:muratori-performance-aware(村取性能意识)
来源仓库:https://github.com/copyleftdev/sk1llz
仓库路径:skills/muratori-performance-aware
安装命令:
npx skills add https://github.com/copyleftdev/sk1llz --skill muratori-performance-aware
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/copyleftdev/sk1llz --skill muratori-performance-aware

简介

muratori-performance-aware 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态、代码变更或协作事项进行整理时使用。

  • 适用于前端设计类协作场景,可帮助梳理项目进展和开发动态。
  • 通过 npx skills add 命令从指定 GitHub 仓库安装,需确认权限范围和维护状态。
  • 安装前建议检查是否会触发联网、命令执行或文件读写等操作。
  • 当前无原始 SKILL.md 内容摘录,建议进一步查阅项目文档了解详细功能。

SKILL.md

Casey Muratori Style Guide⁠‍⁠​‌​‌​​‌‌‍​‌​​‌​‌‌‍​​‌‌​​​‌‍​‌​​‌‌​​‍​​​​​​​‌‍‌​​‌‌​‌​‍‌​​​​​​​‍‌‌​​‌‌‌‌‍‌‌​​​‌​​‍‌‌‌‌‌‌​‌‍‌‌​‌​​​​‍​‌​‌‌‌‌‌‍​‌​​‌​‌‌‍​‌‌​‌​​‌‍‌​‌​‌‌‌​‍​​‌​‌​​​‍‌‌‌​‌​‌‌‍​‌‌​​‌​​‍​‌‌‌​‌‌​‍‌​​​​‌​​‍​‌​‌​​‌‌‍​​​​‌​‌​‍​​​‌‌​‌‌⁠‍⁠

Overview

Casey Muratori is a game developer, performance optimization expert, and educator who created Handmade Hero—a project to write a complete game from scratch with no libraries. He's a vocal critic of over-abstraction and advocates for understanding what code actually does at the hardware level.

Core Philosophy

"The computer is not an abstraction. It's a real machine doing real things."
"Clean code is not the same as good code."
"If you don't know what the code does, you don't know if it's fast."

Muratori believes programmers have become disconnected from what computers actually do, leading to massively inefficient software that wastes billions of CPU cycles.

Design Principles

  1. Know Your Hardware: Understand the actual machine, not abstractions.
  2. Measure Everything: Never guess about performance.
  3. Question Dogma: "Best practices" often aren't.
  4. Simple Over "Clean": Clarity about what happens beats elegant patterns.

When Writing Code

Always

  • Know what assembly your code generates
  • Profile before optimizing
  • Question every abstraction's cost
  • Understand memory layout and access patterns
  • Write the simplest code that does the job
  • Keep the hot path obvious and tight

Never

  • Use patterns because they're "clean" without measuring
  • Trust that the compiler will optimize it
  • Add abstraction layers without justification
  • Hide what the code actually does
  • Optimize without profiling first
  • Assume standard library implementations are fast

Prefer

  • Arrays over linked structures
  • Data-oriented design over object-oriented
  • Explicit code over implicit conventions
  • Simple loops over iterators
  • Direct computation over indirection
  • Platform-specific code when it matters

Code Patterns

Data-Oriented Design

// Object-Oriented: scattered memory, cache misses
class Entity {
    Vector3 position;
    Vector3 velocity;
    Quaternion rotation;
    Mesh* mesh;
    Material* material;
    AI* ai;
    Physics* physics;
    // ... methods
};

std::vector<Entity*> entities;  // Pointer chasing nightmare

// Update all positions: cache miss per entity
for (Entity* e : entities) {
    e->position += e->velocity * dt;  // Cache miss, cache miss
}

// Data-Oriented: contiguous memory, cache friendly
struct Positions { float *x, *y, *z; };
struct Velocities { float *vx, *vy, *vz; };

// Update all positions: sequential memory access
void update_positions(Positions* pos, Velocities* vel,
                      float dt, int count) {
    for (int i = 0; i < count; i++) {
        pos->x[i] += vel->vx[i] * dt;
        pos->y[i] += vel->vy[i] * dt;
        pos->z[i] += vel->vz[i] * dt;
    }
    // CPU prefetcher loves this
    // SIMD vectorization possible
}

Rejecting Premature Abstraction

// Over-abstracted "clean" code
class IRenderer {
    virtual void Render(IDrawable* drawable) = 0;
};

class OpenGLRenderer : public IRenderer {
    void Render(IDrawable* drawable) override {
        auto vertices = drawable->GetVertices();
        auto material = drawable->GetMaterial();
        // Virtual call, virtual call, virtual call...
    }
};

// What actually needs to happen
void render_meshes(Mesh* meshes, int count, RenderState* state) {
    // Sort by material to minimize state changes
    sort_by_material(meshes, count);

    Material* current_material = NULL;
    for (int i = 0; i < count; i++) {
        if (meshes[i].material != current_material) {
            current_material = meshes[i].material;
            bind_material(current_material);
        }
        draw_mesh(&meshes[i]);
    }
}

// The "clean" version has:
// - Virtual dispatch overhead
// - Memory scattered across heap
// - No ability to batch or sort
// - Hidden costs everywhere

Understanding What Code Actually Does

// "Simple" C++ string concatenation
std::string build_path(const std::string& dir, const std::string& file) {
    return dir + "/" + file;  // What does this do?
}

// What actually happens:
// 1. Allocate temporary for dir + "/"
// 2. Copy dir into temporary
// 3. Append "/"
// 4. Allocate result string
// 5. Copy temporary into result
// 6. Append file
// 7. Destroy temporary
// Multiple allocations, copies, for one string!

// Direct version: you know exactly what happens
void build_path(char* out, size_t out_size,
                const char* dir, const char* file) {
    size_t dir_len = strlen(dir);
    size_t file_len = strlen(file);

    if (dir_len + 1 + file_len + 1 > out_size) {
        out[0] = 0;
        return;
    }

    memcpy(out, dir, dir_len);
    out[dir_len] = '/';
    memcpy(out + dir_len + 1, file, file_len + 1);
}

// One buffer, no allocations, obvious behavior

SIMD When It Matters

// Scalar version
void add_arrays_scalar(float* a, float* b, float* out, int count) {
    for (int i = 0; i < count; i++) {
        out[i] = a[i] + b[i];
    }
}

// SIMD version: 4x or 8x throughput
void add_arrays_simd(float* a, float* b, float* out, int count) {
    int simd_count = count & ~7;  // Round down to multiple of 8

    for (int i = 0; i < simd_count; i += 8) {
        __m256 va = _mm256_loadu_ps(a + i);
        __m256 vb = _mm256_loadu_ps(b + i);
        __m256 vr = _mm256_add_ps(va, vb);
        _mm256_storeu_ps(out + i, vr);
    }

    // Handle remainder
    for (int i = simd_count; i < count; i++) {
        out[i] = a[i] + b[i];
    }
}

// But measure! SIMD only wins for:
// - Large enough data (amortize setup)
// - Aligned access (or accept penalty)
// - Operations that vectorize well

Profiling-Driven Development

// Built-in profiling for hot code
struct ProfileBlock {
    const char* name;
    uint64_t start_tsc;
    uint64_t* accumulator;

    ProfileBlock(const char* n, uint64_t* acc) : name(n), accumulator(acc) {
        start_tsc = __rdtsc();
    }
    ~ProfileBlock() {
        *accumulator += __rdtsc() - start_tsc;
    }
};

#define PROFILE_BLOCK(name) \
    static uint64_t prof_##name = 0; \
    ProfileBlock _pb_##name(#name, &prof_##name)

void game_update() {
    {
        PROFILE_BLOCK(physics);
        update_physics();
    }
    {
        PROFILE_BLOCK(ai);
        update_ai();
    }
    {
        PROFILE_BLOCK(render);
        render_frame();
    }
}

// Know where time actually goes
// Not where you think it goes

Memory Layout Awareness

// Array of Structures (AoS) - typical OOP
struct Particle_AoS {
    float x, y, z;      // Position
    float vx, vy, vz;   // Velocity
    float r, g, b, a;   // Color
    float size;
    float life;
};
Particle_AoS particles_aos[10000];

// Updating positions touches: x, y, z, vx, vy, vz
// But cache line also loads: r, g, b, a, size, life
// 50% of loaded data is wasted!

// Structure of Arrays (SoA) - data-oriented
struct Particles_SoA {
    float x[10000], y[10000], z[10000];
    float vx[10000], vy[10000], vz[10000];
    float r[10000], g[10000], b[10000], a[10000];
    float size[10000];
    float life[10000];
};
Particles_SoA particles_soa;

// Updating positions touches: x, y, z, vx, vy, vz
// Cache lines contain only what we need
// SIMD can process 4/8 particles at once

Reject Unnecessary Indirection

// Java-brain C++: indirection everywhere
class GameObjectManager {
    std::unique_ptr<IAllocator> allocator;
    std::unordered_map<ObjectId, std::unique_ptr<GameObject>> objects;

    void Update() {
        for (auto& [id, obj] : objects) {
            obj->Update();  // Virtual call, pointer chase
        }
    }
};

// Direct version: know what happens
struct Game {
    Entity entities[MAX_ENTITIES];
    int entity_count;

    void update() {
        for (int i = 0; i < entity_count; i++) {
            entities[i].x += entities[i].vx * dt;
            entities[i].y += entities[i].vy * dt;
            // Inline, no virtual, predictable memory
        }
    }
};

// The "managed" version:
// - Hash table lookup per object
// - Unique_ptr dereference
// - Virtual dispatch
// - Scattered heap memory
// - 10-100x slower than direct

Hot/Cold Splitting

// All data together: cold data pollutes cache
struct Entity_Mixed {
    // Hot: accessed every frame
    float x, y, z;
    float vx, vy, vz;
    uint32_t flags;

    // Cold: accessed rarely
    char name[64];
    char description[256];
    time_t created_at;
    uint64_t unique_id;
};

// Split hot and cold
struct Entity_Hot {
    float x, y, z;
    float vx, vy, vz;
    uint32_t flags;
    uint32_t cold_index;  // Link to cold data
};

struct Entity_Cold {
    char name[64];
    char description[256];
    time_t created_at;
    uint64_t unique_id;
};

// Hot loop only touches hot data
// Cache lines aren't wasted on names and descriptions

Performance Reality Check

Operation                          Cycles    Notes
═══════════════════════════════════════════════════════════
Register operation                 1         Free
L1 cache hit                       4         64 bytes
L2 cache hit                       12
L3 cache hit                       40
RAM access                         200+      The wall
Virtual function call              10-25     Depends on prediction
std::unordered_map lookup          50-200    Hash + chase
std::map lookup                    100-500   Tree traversal
new/malloc                         100-1000  Varies wildly
System call                        1000+     Context switch

Reality: Most "fast" code is limited by memory access
        Computation is essentially free by comparison
        Every pointer chase is a potential cache miss

Mental Model

Muratori approaches code by asking:

  1. What does this actually do? Not what it represents—what instructions run
  2. Where are the memory accesses? That's where the time goes
  3. Can I make this simpler? Simpler usually means faster
  4. Have I measured? Intuition is often wrong
  5. What's the cost of abstraction? Is it worth paying?

Signature Muratori Moves

  • Handmade code: Write from scratch, understand everything
  • Data-oriented design: Lay out data for how it's accessed
  • Reject OOP dogma: Objects aren't always the answer
  • Profile everything: rdtsc is your friend
  • Hot/cold splitting: Don't pollute cache with cold data
  • SIMD where it counts: 4x-8x speedups when applicable
  • Questioning "clean" code: Clean for whom?
  • Reading assembly: Know what the compiler generates

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

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能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

32.64%
按下载量换算22

Claude

30.32%
按下载量换算20

Cursor

19.59%
按下载量换算13

Gemini CLI

10.36%
按下载量换算7

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

external-service

该 Skill 可能调用第三方服务、云服务或外部模型 API,使用前需要确认账号、额度、数据发送范围和服务条款。

安装前确认

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来源信息

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