How-to guides for game developers
What to measure in a game, how to catch what goes wrong for players, and how a coding agent fixes it, with code you can copy.
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What the Glitchless SDK costs a web game, measured
Download size, work per frame, a real three.js scene with and without it, data sent and memory, with the script to check it yourself.
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What analytics to add to a Three.js game
Sessions, levels, your own events, purchases, retention and frame times in a Three.js or React Three Fiber game, sent without costing frames and kept anonymous, with code.
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Starlift: a five-second first launch, found in player data and fixed
A Godot game's first week with Glitchless: first launch from 5.6 s to 2.0 s with the Shader Baker, a light look for slow Android GPUs, test phones mistaken for players, and the tutorial.
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Playtest bots in CI: catch performance regressions before players do
A seeded bot plays the old and the new build on the same machine, and the pull request fails when frames got slower. With a GitHub Actions workflow for web games and the measure flags for Unity, Godot, Unreal and GameMaker.
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How to track stutters and crashes in a browser game
Frame times, long animation frames, hitch causes, and errors and lost WebGL contexts grouped with what led to them, sent as the tab closes and mapped back to your source.
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How to see where players die in your game
Record deaths with their position, level and cause in Unity, Godot, Unreal and web games, bin them into a grid, draw the heatmap over the level and read it.
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Debug your game with real player data in Claude Code, Cursor or Codex
Connect player data to Claude Code, Cursor or Codex over MCP, and the agent fixes what players actually hit: triage, evidence, a measured fix, a playtest and a comparison of versions.
How-to guide
Ship it glitchless.
Paste one prompt into Claude Code, Codex or Cursor. It adds Glitchless to your game and builds a dashboard for it.