blender-game-optimization

Installation
SKILL.md

Game Optimization

The execution model is in blender-core. Always re-run blender-asset-qa after optimizing.

Procedure

  1. Measure: scripts/mesh_stats.py -- --objects ... --budget mobile|roblox|web|vr|console|pc. It returns tris, estimated draw calls, materials, texture VRAM, bones, and the over-budget items.
  2. Clean: make_lods.py --cleanup (merge by distance 0.1 mm, dissolve degenerate, delete loose). Remove hidden faces: back-to-back faces and faces under other parts (qa_check → back_to_back, plus manual xray).
  3. Reduce in this order (cheapest visual loss first): hidden/interior geometry → unnecessary edge loops on flat areas (Limited Dissolve 1–5°) → over-segmented cylinders → Decimate → bake detail to normals (blender-texture-baking).
  4. Materials: merge to 1–2 per asset (atlas / trim sheet / shared tiling material). Each material slot per mesh is roughly one draw call.
  5. LODs: scripts/make_lods.py -- --objects SM_X --rename creates _LOD1.._LOD3 at 50/25/12.5%. Check every LOD silhouette with look/review_shots.
  6. Re-measure, then QA, then export (blender-export-pipelines).
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