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Particles Router

skill-bbeierle12-skill-mcp-claude-particles-router · by Bbeierle12

Decision framework for particle system projects. Routes to specialized particle skills (gpu, physics, lifecycle) based on task requirements. Use when building particle effects or needing guidance on which particle techniques to combine.

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Install

$ agentstack add skill-bbeierle12-skill-mcp-claude-particles-router

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Security review

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No 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 Used
  • 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.

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About

Particles Router

Routes to 3 specialized particle system skills based on task requirements.

Routing Protocol

  1. Classify — Identify particle effect type and scale
  2. Match — Find skill(s) with highest signal match
  3. Combine — Most particle systems need 2-3 skills together
  4. Load — Read matched SKILL.md files before implementation

Quick Route

Tier 1: Core (Always Consider)

| Task Type | Skill | Primary Signal Words | |-----------|-------|---------------------| | Rendering | particles-gpu | points, instanced, buffer, shader, thousands, performance | | Motion | particles-physics | gravity, wind, attract, force, velocity, turbulence, collision | | Spawning | particles-lifecycle | emit, spawn, fade, trail, pool, birth, death, age |

Signal Matching Rules

Priority Order

When multiple signals present, resolve by priority:

  1. Performance concern — "millions of particles" → particles-gpu first
  2. Motion type — "swirling", "attracted to" → particles-physics
  3. Emission pattern — "burst", "continuous", "trails" → particles-lifecycle
  4. Default — All three skills usually needed together

Confidence Scoring

  • High (3+ signals) — Route immediately
  • Medium (1-2 signals) — Include all three skills (typical)
  • Low (0 signals) — Ask: "Describe the particle effect you want"

Common Combinations

Basic Particle System (All 3 skills)

particles-gpu       → Buffer setup, shader rendering
particles-physics   → Gravity, basic motion
particles-lifecycle → Emission, fade out

Wiring: GPU provides rendering foundation, lifecycle handles spawning/death, physics adds motion.

Snow/Rain Effect (3 skills)

particles-gpu       → Points with texture
particles-physics   → Gravity, wind, turbulence
particles-lifecycle → Continuous emission, recycling

Wiring: Lifecycle emits continuously, physics handles falling + drift, GPU renders efficiently.

Explosion (3 skills)

particles-gpu       → Instanced or points rendering
particles-physics   → Radial velocity, drag
particles-lifecycle → Burst emission, fade + shrink

Wiring: Lifecycle bursts particles, physics applies outward force + slowdown, GPU handles scale.

Fire/Smoke (3 skills)

particles-gpu       → Custom shader with noise
particles-physics   → Upward force, turbulence
particles-lifecycle → Continuous emit, color gradient, size over life

Wiring: Lifecycle manages color/size curves, physics adds flicker motion, GPU renders with blend modes.

Swarm/Flock (2-3 skills)

particles-gpu       → Instanced mesh (if 3D shapes)
particles-physics   → Attractors, flow fields, separation
particles-lifecycle → (Optional) Population management

Wiring: Physics dominates with behavioral forces, GPU handles rendering.

Magic Trail (3 skills)

particles-gpu       → Points with glow shader
particles-physics   → Follow path, slight randomness
particles-lifecycle → Trail history, fade along length

Wiring: Lifecycle stores position history, GPU renders with alpha gradient.

Confetti (3 skills)

particles-gpu       → Instanced flat planes
particles-physics   → Gravity, tumbling rotation, air resistance
particles-lifecycle → Burst emission, ground collision death

Wiring: Physics handles realistic falling, lifecycle manages burst and cleanup.

Decision Table

| Effect Type | GPU Focus | Physics Focus | Lifecycle Focus | |-------------|-----------|---------------|-----------------| | Stars/sparkle | Points, static | Minimal | Twinkle (alpha) | | Snow/rain | Points, texture | Gravity, wind | Continuous, recycle | | Fire | Shader, blend | Upward, turbulence | Color/size curves | | Explosion | High count | Radial, drag | Burst, fade | | Smoke | Soft shader | Rise, curl | Slow fade, grow | | Swarm | Instanced | Attractors, fields | Spawn/death | | Trail | Line or points | Path following | Position history | | Dust | Small points | Brownian | Random spawn |

Particle Count Guidelines

| Count | Approach | Skills Priority | |-------|----------|-----------------| | physics > gpu | | 100 - 1,000 | Points or instanced | All equal | | 1,000 - 10,000 | GPU-focused | gpu > physics > lifecycle | | 10,000 - 100,000 | GPU essential | gpu >> physics (shader) > lifecycle | | > 100,000 | Full GPU/compute | gpu only, physics in shader |

Skill Dependencies

particles-gpu (rendering foundation)
├── particles-physics (motion layer)
└── particles-lifecycle (management layer)
  • particles-gpu is always needed for rendering
  • particles-physics and particles-lifecycle are independent but complementary
  • For simple effects, you might skip physics OR lifecycle, rarely both

Fallback Behavior

  • Unknown effect → Start with all three skills
  • Performance issues → Focus on particles-gpu optimization
  • Motion problems → Deep-dive particles-physics
  • Spawning/timing issues → Focus on particles-lifecycle

Quick Decision Flowchart

User Request
     │
     ▼
┌─────────────────────────┐
│ Rendering particles?    │──Yes──▶ particles-gpu (always)
└─────────────────────────┘
     │
     ▼
┌─────────────────────────┐
│ Movement/forces needed? │──Yes──▶ + particles-physics
└─────────────────────────┘
     │
     ▼
┌─────────────────────────┐
│ Birth/death/emission?   │──Yes──▶ + particles-lifecycle
└─────────────────────────┘
     │
     ▼
Most effects need all 3 skills

Effect Recipes

Quick Start Templates

| Effect | Start With | |--------|------------| | Ambient dust | gpu (points) + lifecycle (continuous) | | Button sparkle | gpu (points) + lifecycle (burst, fade) | | Character trail | gpu + lifecycle (trail) | | Weather | All three | | Magic spell | All three | | Data visualization | gpu + lifecycle |

Integration with Other Domains

| Combined With | Use Case | |---------------|----------| | shader-noise | Turbulent motion, organic shapes | | shader-effects | Glow, chromatic aberration on particles | | r3f-performance | Optimization, culling, LOD | | gsap-fundamentals | Scripted particle animations | | audio-reactive | Music-driven particle effects |

Reference

See individual skill files for detailed patterns:

  • /mnt/skills/user/particles-gpu/SKILL.md
  • /mnt/skills/user/particles-physics/SKILL.md
  • /mnt/skills/user/particles-lifecycle/SKILL.md

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.