From bbeierle12-skill-mcp-claude
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.
npx claudepluginhub joshuarweaver/cascade-code-languages-misc-1 --plugin bbeierle12-skill-mcp-claudeThis skill uses the workspace's default tool permissions.
Routes to 3 specialized particle system skills based on task requirements.
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`.
Routes to 3 specialized particle system skills based on task requirements.
| 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 |
When multiple signals present, resolve by priority:
particles-gpu firstparticles-physicsparticles-lifecycleparticles-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.
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.
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.
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.
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.
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.
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.
| 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 |
| 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 |
particles-gpu (rendering foundation)
├── particles-physics (motion layer)
└── particles-lifecycle (management layer)
particles-gpu is always needed for renderingparticles-physics and particles-lifecycle are independent but complementaryparticles-gpu optimizationparticles-physicsparticles-lifecycleUser 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 | 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 |
| 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 |
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