Install
$ agentstack add skill-scottstts-threejs-awesome-graphics-agent-skills-threejs-procedural-vfx ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo 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 No
- ✓ 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.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Procedural VFX
Build effects from an event envelope, motion field, geometry representation, and shading response. Avoid independent particle emitters that happen to share a color.
Effect graph
ship/event state
→ effect-specific geometry or instance attributes
→ flow-facing masks or analytic age
→ material response
→ pool/lifetime ownership
→ HDR and bloom contribution
Read [references/procedural-vfx-system.md](references/procedural-vfx-system.md) for ship-conforming reentry shells, capsule wakes, dense instanced spark/debris pools, HDR hierarchy, and implementation limits.
Read the [reentry plasma implementation](examples/reentry-plasma/reentry-plasma.js) for closed layered wake shells, flow-axis deformation, advected filament fields, opacity shaping, and additive emission diagnostics.
Rules
- Every layer must have a role in silhouette, motion, illumination, or residue.
- Use normalized lifetime curves instead of scattered time constants.
- Derive secondary motion from the same flow or event direction.
- Keep bloom as a response to HDR emission, not as the effect's only shape.
- Pool instances and trails; do not allocate per burst.
- Expose spawn, simulation, overdraw, and luminance debug views.
- Include a non-bloom baseline that remains legible.
Routing boundary
Use $threejs-temporal-surfaces only for the screen-space frost/touch-history pipeline. Keep ship-space plasma, generated wakes, sparks, and pooled debris in this skill.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: scottstts
- Source: scottstts/Threejs-Awesome-Graphics-Agent-Skills
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.