<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Blog | Framedash</title><description>Product updates, engineering notes, and game-telemetry guides from the Framedash team.</description><link>https://framedash.dev/</link><item><title>If You Let AI Agents Write Game Code, Put the Perf-Regression Gate on the Machine Side</title><link>https://framedash.dev/en/blog/ai-agent-perf-gate-en/</link><guid isPermaLink="true">https://framedash.dev/en/blog/ai-agent-perf-gate-en/</guid><description>The more Claude Code or Codex write your game code, the less hand profiling can keep up. Use framedash perf-diff / run-profile-test to catch build-over-build regressions in CI, then let the agent itself read the telemetry over MCP to fix what it broke.</description><pubDate>Thu, 16 Jul 2026 00:00:00 GMT</pubDate></item><item><title>How to Create a Measurement Build: Measure Real-Device Performance Correctly in Unity, UE5, and Godot</title><link>https://framedash.dev/en/blog/game-optimization-measurement-loop-en/</link><guid isPermaLink="true">https://framedash.dev/en/blog/game-optimization-measurement-loop-en/</guid><description>Editor and development-build numbers aren&apos;t what players feel. Create a measurement build in Unity, UE5, and Godot to connect anomaly detection to root cause.</description><pubDate>Thu, 02 Jul 2026 00:00:00 GMT</pubDate></item></channel></rss>