particles-router

SKILL.md

Particles Router

Routes to 3 specialized particle system skills based on task requirements.

Routing Protocol

  1. Classify — Identify particle effect type and scale
  2. Match — Find skill(s) with highest signal match
  3. Combine — Most particle systems need 2-3 skills together
  4. Load — 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:

  1. Performance concern — "millions of particles" → particles-gpu first
  2. Motion type — "swirling", "attracted to" → particles-physics
  3. Emission pattern — "burst", "continuous", "trails" → particles-lifecycle
  4. Default — All three skills usually needed together

Confidence Scoring

  • High (3+ signals) — Route immediately
  • Medium (1-2 signals) — Include all three skills (typical)
  • Low (0 signals) — Ask: "Describe the particle effect you want"

Common Combinations

Basic Particle System (All 3 skills)

particles-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.

Snow/Rain Effect (3 skills)

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.

Explosion (3 skills)

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.

Fire/Smoke (3 skills)

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.

Swarm/Flock (2-3 skills)

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.

Magic Trail (3 skills)

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.

Confetti (3 skills)

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.

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)
├── particles-physics (motion layer)
└── particles-lifecycle (management layer)
  • particles-gpu is always needed for rendering
  • particles-physics and particles-lifecycle are independent but complementary
  • For simple effects, you might skip physics OR lifecycle, rarely both

Fallback Behavior

  • Unknown effect → Start with all three skills
  • Performance issues → Focus on particles-gpu optimization
  • Motion problems → Deep-dive particles-physics
  • Spawning/timing issues → Focus on particles-lifecycle

Quick Decision Flowchart

User 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 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
Weekly Installs
32
GitHub Stars
7
First Seen
Jan 23, 2026
Installed on
gemini-cli25
codex25
opencode25
cursor23
claude-code23
github-copilot22