Install
$ agentstack add skill-jangles-byte-atelier-performance-craft ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Performance Craft
A dropped frame is a design defect the user feels before they can name it. This skill treats the frame budget as a design material: know the budget, spend it on what the philosophy values, and degrade in the order that does the least visual damage.
The budget
Frame time = 1000 / refresh rate: 8.3ms at 120Hz, 16.6ms at 60Hz — minus the platform's own compositing overhead. Design for the display the audience has: ProMotion phones and most gaming displays are 120Hz; never hardcode 60. Measure before and after any motion work — profilers, not vibes (DevTools Performance / Instruments' Animation Hitches / engine profilers).
Which reference to load
| Situation | Load | |---|---| | Web: CSS/JS/canvas/WebGL animation, scroll jank, layout thrash | references/web-rendering.md | | Apple: SwiftUI/UIKit hitches, Metal, ProMotion, battery/thermals | references/apple-silicon.md | | Game engines, particles at scale, and the degradation ladder | references/budgets-and-degradation.md |
Non-negotiables
- Animate compositor-friendly properties (transform, opacity — and their platform
equivalents) unless a measured reason says otherwise.
- Timing from delta-time or the platform's frame callback, never a hardcoded
1/60 assumption.
- Always-on ambient animation must be provably cheap: paused off-screen, GPU-only,
and off the performance cores / not preventing CPU idle.
prefers-reduced-motion(and platform equivalents) is also the low-power path —
wire them together.
- When the budget is blown, cut by the degradation ladder — never ship the stutter,
and never fix it by cutting the design's primary feedback motion first.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: jangles-byte
- Source: jangles-byte/atelier
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.