From bbeierle12-skill-mcp-claude
Particle lifecycle management—emission/spawning, death conditions, object pooling, trails, fade-in/out, and state transitions. Use when particles need birth/death cycles, continuous emission, trail effects, or memory-efficient recycling.
npx claudepluginhub joshuarweaver/cascade-code-languages-misc-1 --plugin bbeierle12-skill-mcp-claudeThis skill uses the workspace's default tool permissions.
Manage particle birth, life, death, and rebirth for continuous effects.
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Searches prompts.chat for AI prompt templates by keyword or category, retrieves by ID with variable handling, and improves prompts via AI. Use for discovering or enhancing prompts.
Checks Next.js compilation errors using a running Turbopack dev server after code edits. Fixes actionable issues before reporting complete. Replaces `next build`.
Manage particle birth, life, death, and rebirth for continuous effects.
interface Particle {
position: THREE.Vector3;
velocity: THREE.Vector3;
life: number; // Current life (decrements)
maxLife: number; // Starting life
alive: boolean;
}
// Update loop
for (const p of particles) {
if (!p.alive) continue;
p.life -= delta;
if (p.life <= 0) {
p.alive = false;
continue;
}
// Age factor (0 at birth, 1 at death)
const age = 1 - p.life / p.maxLife;
// Update position, apply fade, etc.
}
class ContinuousEmitter {
private accumulator = 0;
emit(
particles: Particle[],
rate: number, // Particles per second
delta: number,
spawnFn: () => Particle
) {
this.accumulator += rate * delta;
while (this.accumulator >= 1) {
this.accumulator -= 1;
// Find dead particle to reuse
const dead = particles.find(p => !p.alive);
if (dead) {
Object.assign(dead, spawnFn());
dead.alive = true;
}
}
}
}
// Usage
const emitter = new ContinuousEmitter();
useFrame((_, delta) => {
emitter.emit(particles, 100, delta, () => ({
position: new THREE.Vector3(0, 0, 0),
velocity: new THREE.Vector3(
(Math.random() - 0.5) * 2,
Math.random() * 5,
(Math.random() - 0.5) * 2
),
life: 2 + Math.random(),
maxLife: 2 + Math.random(),
alive: true
}));
});
function emitBurst(
particles: Particle[],
count: number,
origin: THREE.Vector3,
speed: number,
lifeRange: [number, number]
) {
let emitted = 0;
for (const p of particles) {
if (emitted >= count) break;
if (p.alive) continue;
// Random direction on sphere
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
const dir = new THREE.Vector3(
Math.sin(phi) * Math.cos(theta),
Math.sin(phi) * Math.sin(theta),
Math.cos(phi)
);
p.position.copy(origin);
p.velocity.copy(dir).multiplyScalar(speed * (0.5 + Math.random()));
p.maxLife = lifeRange[0] + Math.random() * (lifeRange[1] - lifeRange[0]);
p.life = p.maxLife;
p.alive = true;
emitted++;
}
return emitted;
}
// Emit from sphere surface
function emitFromSphere(origin: THREE.Vector3, radius: number): THREE.Vector3 {
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
return new THREE.Vector3(
origin.x + radius * Math.sin(phi) * Math.cos(theta),
origin.y + radius * Math.sin(phi) * Math.sin(theta),
origin.z + radius * Math.cos(phi)
);
}
// Emit from box volume
function emitFromBox(min: THREE.Vector3, max: THREE.Vector3): THREE.Vector3 {
return new THREE.Vector3(
min.x + Math.random() * (max.x - min.x),
min.y + Math.random() * (max.y - min.y),
min.z + Math.random() * (max.z - min.z)
);
}
// Emit from circle edge
function emitFromCircle(center: THREE.Vector3, radius: number, normal: THREE.Vector3): THREE.Vector3 {
const angle = Math.random() * Math.PI * 2;
// Create perpendicular vectors
const up = Math.abs(normal.y) < 0.9 ? new THREE.Vector3(0, 1, 0) : new THREE.Vector3(1, 0, 0);
const right = new THREE.Vector3().crossVectors(normal, up).normalize();
const forward = new THREE.Vector3().crossVectors(right, normal).normalize();
return new THREE.Vector3()
.addScaledVector(right, Math.cos(angle) * radius)
.addScaledVector(forward, Math.sin(angle) * radius)
.add(center);
}
// Emit from cone
function emitFromCone(origin: THREE.Vector3, direction: THREE.Vector3, angle: number, speed: number): THREE.Vector3 {
const coneAngle = Math.random() * angle;
const rotation = Math.random() * Math.PI * 2;
const velocity = direction.clone().normalize();
// Rotate around perpendicular axis
const perpendicular = new THREE.Vector3(1, 0, 0);
if (Math.abs(direction.x) > 0.9) perpendicular.set(0, 1, 0);
perpendicular.cross(direction).normalize();
velocity.applyAxisAngle(perpendicular, coneAngle);
velocity.applyAxisAngle(direction, rotation);
return velocity.multiplyScalar(speed);
}
Pre-allocate particles to avoid garbage collection:
class ParticlePool {
private particles: Particle[] = [];
private activeCount = 0;
constructor(maxCount: number) {
for (let i = 0; i < maxCount; i++) {
this.particles.push({
position: new THREE.Vector3(),
velocity: new THREE.Vector3(),
life: 0,
maxLife: 0,
alive: false
});
}
}
spawn(): Particle | null {
for (const p of this.particles) {
if (!p.alive) {
p.alive = true;
this.activeCount++;
return p;
}
}
return null; // Pool exhausted
}
kill(particle: Particle) {
particle.alive = false;
this.activeCount--;
}
update(delta: number, updateFn: (p: Particle, age: number) => void) {
for (const p of this.particles) {
if (!p.alive) continue;
p.life -= delta;
if (p.life <= 0) {
this.kill(p);
continue;
}
const age = 1 - p.life / p.maxLife;
updateFn(p, age);
}
}
forEach(fn: (p: Particle) => void) {
for (const p of this.particles) {
if (p.alive) fn(p);
}
}
get active() { return this.activeCount; }
get capacity() { return this.particles.length; }
}
class GPUParticlePool {
positions: Float32Array;
velocities: Float32Array;
lives: Float32Array;
maxLives: Float32Array;
private freeIndices: number[] = [];
constructor(public count: number) {
this.positions = new Float32Array(count * 3);
this.velocities = new Float32Array(count * 3);
this.lives = new Float32Array(count);
this.maxLives = new Float32Array(count);
// All indices start free
for (let i = count - 1; i >= 0; i--) {
this.freeIndices.push(i);
}
}
spawn(): number {
const index = this.freeIndices.pop();
return index ?? -1;
}
kill(index: number) {
this.lives[index] = 0;
this.freeIndices.push(index);
}
setParticle(index: number, pos: THREE.Vector3, vel: THREE.Vector3, life: number) {
this.positions[index * 3] = pos.x;
this.positions[index * 3 + 1] = pos.y;
this.positions[index * 3 + 2] = pos.z;
this.velocities[index * 3] = vel.x;
this.velocities[index * 3 + 1] = vel.y;
this.velocities[index * 3 + 2] = vel.z;
this.lives[index] = life;
this.maxLives[index] = life;
}
update(delta: number) {
for (let i = 0; i < this.count; i++) {
if (this.lives[i] <= 0) continue;
this.lives[i] -= delta;
if (this.lives[i] <= 0) {
this.freeIndices.push(i);
continue;
}
// Update position
this.positions[i * 3] += this.velocities[i * 3] * delta;
this.positions[i * 3 + 1] += this.velocities[i * 3 + 1] * delta;
this.positions[i * 3 + 2] += this.velocities[i * 3 + 2] * delta;
}
}
}
// age: 0 (birth) to 1 (death)
const alpha = 1 - age;
function fadeInOut(age: number, fadeInDuration = 0.1, fadeOutStart = 0.7): number {
if (age < fadeInDuration) {
return age / fadeInDuration; // Fade in
} else if (age > fadeOutStart) {
return 1 - (age - fadeOutStart) / (1 - fadeOutStart); // Fade out
}
return 1; // Full opacity
}
// Smooth fade out (ease-in)
const alpha = Math.pow(1 - age, 2);
// Quick fade then slow (ease-out)
const alpha = 1 - Math.pow(age, 2);
// S-curve (smoothstep)
const alpha = 1 - (age * age * (3 - 2 * age));
function blink(age: number, frequency: number): number {
return (Math.sin(age * frequency * Math.PI * 2) + 1) * 0.5;
}
// Grow then shrink
function sizeOverLife(age: number, maxSize: number): number {
// Peak at 20% of life
const peak = 0.2;
if (age < peak) {
return (age / peak) * maxSize;
} else {
return (1 - (age - peak) / (1 - peak)) * maxSize;
}
}
// Pop in, slow shrink
function popShrink(age: number, maxSize: number): number {
const popDuration = 0.05;
if (age < popDuration) {
return maxSize; // Instant full size
}
return maxSize * (1 - (age - popDuration) / (1 - popDuration));
}
// Gradient from start to end color
function colorOverLife(age: number, startColor: THREE.Color, endColor: THREE.Color): THREE.Color {
return startColor.clone().lerp(endColor, age);
}
// Multi-stop gradient
function colorGradient(age: number, stops: Array<{ pos: number; color: THREE.Color }>): THREE.Color {
// Find surrounding stops
let lower = stops[0];
let upper = stops[stops.length - 1];
for (let i = 0; i < stops.length - 1; i++) {
if (age >= stops[i].pos && age <= stops[i + 1].pos) {
lower = stops[i];
upper = stops[i + 1];
break;
}
}
const t = (age - lower.pos) / (upper.pos - lower.pos);
return lower.color.clone().lerp(upper.color, t);
}
// Usage
const fireGradient = [
{ pos: 0, color: new THREE.Color('#ffffff') },
{ pos: 0.2, color: new THREE.Color('#ffff00') },
{ pos: 0.5, color: new THREE.Color('#ff6600') },
{ pos: 1, color: new THREE.Color('#330000') }
];
class TrailParticle {
positions: THREE.Vector3[] = [];
maxLength: number;
constructor(maxLength: number) {
this.maxLength = maxLength;
}
update(newPosition: THREE.Vector3) {
this.positions.unshift(newPosition.clone());
if (this.positions.length > this.maxLength) {
this.positions.pop();
}
}
getTrailGeometry(): THREE.BufferGeometry {
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(this.positions.length * 3);
const alphas = new Float32Array(this.positions.length);
for (let i = 0; i < this.positions.length; i++) {
positions[i * 3] = this.positions[i].x;
positions[i * 3 + 1] = this.positions[i].y;
positions[i * 3 + 2] = this.positions[i].z;
alphas[i] = 1 - i / this.positions.length;
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('alpha', new THREE.BufferAttribute(alphas, 1));
return geometry;
}
}
// Vertex shader with trail
attribute float aTrailIndex; // 0 = head, 1 = tail
attribute vec3 aPrevPosition;
attribute vec3 aNextPosition;
uniform float uTrailLength;
varying float vTrailAlpha;
void main() {
// Interpolate between positions based on trail index
vec3 pos = mix(aNextPosition, aPrevPosition, aTrailIndex);
// Alpha fades along trail
vTrailAlpha = 1.0 - aTrailIndex;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
gl_PointSize = mix(10.0, 2.0, aTrailIndex); // Size decreases along trail
}
function TrailLine({ points, color = '#ffffff' }) {
const geometry = useMemo(() => {
const geo = new THREE.BufferGeometry();
const positions = new Float32Array(points.length * 3);
points.forEach((p, i) => {
positions[i * 3] = p.x;
positions[i * 3 + 1] = p.y;
positions[i * 3 + 2] = p.z;
});
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
return geo;
}, [points]);
return (
<line geometry={geometry}>
<lineBasicMaterial color={color} transparent opacity={0.5} />
</line>
);
}
enum ParticleState {
Spawning,
Active,
Dying,
Dead
}
interface StatefulParticle extends Particle {
state: ParticleState;
stateTime: number;
}
function updateParticleState(p: StatefulParticle, delta: number) {
p.stateTime += delta;
switch (p.state) {
case ParticleState.Spawning:
// Fade in over 0.2 seconds
if (p.stateTime >= 0.2) {
p.state = ParticleState.Active;
p.stateTime = 0;
}
break;
case ParticleState.Active:
p.life -= delta;
if (p.life <= 0.5) { // Start dying when 0.5s left
p.state = ParticleState.Dying;
p.stateTime = 0;
}
break;
case ParticleState.Dying:
p.life -= delta;
if (p.life <= 0) {
p.state = ParticleState.Dead;
p.alive = false;
}
break;
}
}
function getParticleAlpha(p: StatefulParticle): number {
switch (p.state) {
case ParticleState.Spawning:
return p.stateTime / 0.2;
case ParticleState.Active:
return 1;
case ParticleState.Dying:
return p.life / 0.5;
default:
return 0;
}
}
Spawn particles from dying particles:
function updateWithSubEmitter(
particles: Particle[],
subEmitCount: number,
subEmitFn: (parent: Particle) => Particle
) {
const toEmit: Particle[] = [];
for (const p of particles) {
if (!p.alive) continue;
p.life -= delta;
if (p.life <= 0) {
p.alive = false;
// Spawn sub-particles
for (let i = 0; i < subEmitCount; i++) {
toEmit.push(subEmitFn(p));
}
}
}
// Add sub-particles to pool
for (const sub of toEmit) {
const dead = particles.find(p => !p.alive);
if (dead) {
Object.assign(dead, sub);
}
}
}
particles-lifecycle/
├── SKILL.md
├── references/
│ ├── emission-patterns.md # All emission shapes
│ └── easing-curves.md # Fade/size curves
└── scripts/
├── emitters/
│ ├── continuous.ts # Continuous emission
│ ├── burst.ts # Burst emission
│ └── shapes.ts # Shape emitters
├── pool.ts # Object pooling
├── trails.ts # Trail implementations
└── lifecycle.ts # Fade, size, color curves
references/emission-patterns.md — All emission shape functionsreferences/easing-curves.md — Fade and size curve options