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.
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.