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Everyday Unity Everyday Unity @everydayunity · 1.19K subscribers
Post #2611 669
Since May I have been working on a roguelike prototype, first in Three.js and now in Godot.

I started with Three.js because it was the fastest way to check the idea. After a small playtest with my friends, when I verified that it is fun at least for me in coop, I decided to move it to a real engine. I picked Godot, even though it is my first game with it.
And then I saw a long loading time.
Of course, the first temptation is to ask an LLM to "optimize the game" and hope for magic. But the better loop is still the old reliable one: profile first, then optimize if needed.
I checked the docs and found that Godot can be connected to Tracy. So I fed the docs to Codex and in one prompt it:

- downloaded Tracy
- set it up for the project
- made a capture
- analyzed the result
- proposed fixes

Then I asked it to apply the fixes, run a review with my functionality reviewer agent, and profile with Tracy again.
The biggest visible win was exiting the game to the lobby. Before it took around 3-5 seconds. Now it is basically immediate.

The complete result is in the pic

This is not a "LLM solved performance" story. More like: LLM made the profiling loop cheaper and faster.

Have you already used LLMs together with real profilers, not just for random code cleanup?

Give 🔥 if you want to hear what it was like for me to port the game from Three.js to Godot.

#performance #profiling #godot #tracy
  • 🔥 15
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