particles-router
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill particles-router
Agent 安装分布
Skill 文档
Particles Router
Routes to 3 specialized particle system skills based on task requirements.
Routing Protocol
- Classify â Identify particle effect type and scale
- Match â Find skill(s) with highest signal match
- Combine â Most particle systems need 2-3 skills together
- Load â 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:
- Performance concern â “millions of particles” â
particles-gpufirst - Motion type â “swirling”, “attracted to” â
particles-physics - Emission pattern â “burst”, “continuous”, “trails” â
particles-lifecycle - Default â All three skills usually needed together
Confidence Scoring
- High (3+ signals) â Route immediately
- Medium (1-2 signals) â Include all three skills (typical)
- Low (0 signals) â Ask: “Describe the particle effect you want”
Common Combinations
Basic Particle System (All 3 skills)
particles-gpu â Buffer setup, shader rendering
particles-physics â Gravity, basic motion
particles-lifecycle â Emission, fade out
Wiring: GPU provides rendering foundation, lifecycle handles spawning/death, physics adds motion.
Snow/Rain Effect (3 skills)
particles-gpu â Points with texture
particles-physics â Gravity, wind, turbulence
particles-lifecycle â Continuous emission, recycling
Wiring: Lifecycle emits continuously, physics handles falling + drift, GPU renders efficiently.
Explosion (3 skills)
particles-gpu â Instanced or points rendering
particles-physics â Radial velocity, drag
particles-lifecycle â Burst emission, fade + shrink
Wiring: Lifecycle bursts particles, physics applies outward force + slowdown, GPU handles scale.
Fire/Smoke (3 skills)
particles-gpu â Custom shader with noise
particles-physics â Upward force, turbulence
particles-lifecycle â 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 â Instanced mesh (if 3D shapes)
particles-physics â Attractors, flow fields, separation
particles-lifecycle â (Optional) Population management
Wiring: Physics dominates with behavioral forces, GPU handles rendering.
Magic Trail (3 skills)
particles-gpu â Points with glow shader
particles-physics â Follow path, slight randomness
particles-lifecycle â Trail history, fade along length
Wiring: Lifecycle stores position history, GPU renders with alpha gradient.
Confetti (3 skills)
particles-gpu â Instanced flat planes
particles-physics â Gravity, tumbling rotation, air resistance
particles-lifecycle â 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 |
|---|---|---|
| < 100 | Simple, any approach | lifecycle > 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)
âââ particles-physics (motion layer)
âââ particles-lifecycle (management layer)
particles-gpuis always needed for renderingparticles-physicsandparticles-lifecycleare independent but complementary- For simple effects, you might skip physics OR lifecycle, rarely both
Fallback Behavior
- Unknown effect â Start with all three skills
- Performance issues â Focus on
particles-gpuoptimization - Motion problems â Deep-dive
particles-physics - Spawning/timing issues â Focus on
particles-lifecycle
Quick Decision Flowchart
User Request
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â Rendering particles? âââYesâââ¶ particles-gpu (always)
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â Movement/forces needed? âââYesâââ¶ + particles-physics
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â Birth/death/emission? âââYesâââ¶ + particles-lifecycle
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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