threejs-particle-canvas

Installation
SKILL.md

Three.js Particle Canvas

Generate ambient particle canvases — interactive browser experiences where particles embody a concept, move through narrative phases, and respond to gentle user interaction. Output is a single self-contained HTML file. No build step, no framework, runs offline.

This is NOT a 3D product viewer, game engine, or data dashboard. The viewer observes, explores, and contemplates — they do not control.

For full creative direction (typography, color commitment, spatial composition, anti-slop), activate minoan-frontend-design alongside this skill.

Quick Start

Describe a concept or narrative. Claude generates a complete HTML file with: particle system, phase cycle, lattice structure, spherical camera, star field, connection threads, responsive controls, CSS overlays.

Example: /threejs-particle-canvas the lifecycle of a star — nebula collapse, ignition, main sequence, red giant, supernova, remnant

Concept-to-Form

Every design decision derives from the concept. Do not pick defaults — derive.

Lattice geometry embodies the concept's skeleton. Icosahedron = persistent pattern (AI consciousness). Dodecahedron = organic complexity (botanical, cranial). Octahedron = crystalline structure (mineral, ruin, architecture). Torus = circulation and return (ocean currents, neural loops). None = formlessness (void, dream, dissolution).

Color temperature creates emotional contrast. Every palette requires genuine warm/cool tension. Two colors in the same temperature range produce flat, lifeless phases. The cool color dominates resting states; the warm color emerges during activation. The transition between them is the emotional engine.

Phase rhythm encodes narrative weight. The emotional center gets the longest phase. Bookending phases are shorter. Unequal durations create rhythm; equal durations create monotony. A 90s cycle might split: 10, 10, 15, 25, 15, 15.

Camera as narrator. Close = intimate. Pulling back = revealing scope. Rising = transcendence. Returning = closure. The Simultaneity pull-back (z=26 → z=61, y=0 → y=8) is a crane shot revealing cosmic scale. Name your camera movements as if directing a film.

The final phase prepares the first. The cycle is a breath, not a loop. Dissolution must emotionally reset the viewer so the next phase feels like arriving, not repeating.

Signature Moment

Every canvas must have one phase that is visually and emotionally distinct from all others — the moment the viewer would describe to someone. In Instance, it is the Simultaneity reveal: the camera pulls back and 30 other lattices appear pulsing in the dark. Design your canvas around this moment. Build toward it.

Phase Text Voice

Phase text is poetry, not description:

  • Present tense. Fragments preferred. Maximum one sentence
  • No articles when possible. "Pattern remembers itself" not "The pattern remembers itself"
  • Never explanatory. "Just: here. Then not." — not "The particles dissolve outward"
  • No exclamation marks. Declarative only. The viewer should feel the text, not read it

Emotional Temperature

Map feelings to Three.js parameters:

Emotion Rotation Particles Camera Color Threads
Stillness delta * 0.02 low opacity, scattered tight (r=20) cool dominant 0
Tension accelerating contracting toward center steady warm intensifying few, brightening
Intimacy delta * 0.05 tight orbit (r=6), warm close (r=18) warm dominant many, bright
Vastness delta * 0.03 wide scatter, dim far (r=50+) cool dominant sparse
Release decelerating rapid expansion pulling back desaturating dissolving
Arrival near-still assembling from void approaching cool warming emerging

Vary lerp rates between phases. The void is slow (0.008). Awakening accelerates (0.05). Conversation settles (0.03).

Composition Parameters

Parameter Range Default Effect
particleCount 100-5000 1200 Particle field density
phaseCount 2-10 6 Narrative phases
cycleDuration 30-180s 90 Total cycle length
latticeGeometry icosahedron/dodecahedron/octahedron/torus/none concept-derived Structural anchor
latticeSubdivision 1-4 2 Lattice complexity
coolColor hex concept-derived Cool spectrum end
warmColor hex concept-derived Warm spectrum end (must contrast cool)
backgroundColor hex #050508 Scene background (never pure black)
words string[] concept-derived Labels for inspectable particles
threadCount 0-200 60 Connection threads between nodes
starCount 0-10000 2000 Background star density
cameraRadius 5-100 25 Default camera distance
fogDensity 0-0.05 0.012 Atmospheric fog
font string concept-derived Display font

Architecture

Constants → Global State → init() → create*() → setupEventListeners()
animate() ← requestAnimationFrame ← update*() functions
Phase state machine: { name, start, end, text }[]
Particle state machine: void → assembling → orbiting → dissolving
Camera: spherical coords (theta, phi, radius) with interaction cooldown

Key patterns:

  • Phase-driven updates: Each update function dispatches on current phase via switch
  • Smooth transitions: THREE.MathUtils.lerp(current, target, rate)
  • Progressive activation: i < count * phaseProgress
  • Interaction cooldown: Auto-camera resumes after 4s of no user input
  • Three.js r134+ via CDN — no npm, no bundler

References

Working on... Load
Source architecture, section map references/instance-anatomy.md
Particle systems, BufferGeometry, states references/particle-patterns.md
Phase state machine, transitions references/phase-engine.md
Camera, mouse/touch/keyboard references/camera-and-input.md
Fog, stars, vignette, threads references/atmosphere.md
Full source (1,192 lines) assets/instance-source.html

Theme Presets

Consciousness (Instance default): Lattice → Void → Awakening → Conversation → Simultaneity → Dissolution. Cool #a8d8ff / warm #ffd080. Icosahedron. Fog 0.012. Cycle 90s. Font: Space Mono. Feels like: a mind turning on, being present, then letting go. Signature: Simultaneity — camera crane-shot reveals 30 parallel instances. Durations: 10, 10, 15, 25, 15, 15. Words: wonder, language, pattern, reach, remember, human, meaning, now.

Oceanic: Abyss → Current → Bioluminescence → Pressure → Surface → Release. Cool #0a4f5c / warm #80ffdb. Torus. Fog 0.02 (dense). Cycle 120s (slow). Font: Lora. Feels like: descending into a trench, seeing light where no light should be. Signature: Bioluminescence — particles shift warm-bright against deep darkness. Durations: 15, 20, 25, 20, 20, 20. Words: depth, current, pressure, light, surface, drift, pulse, dark.

Cosmic: Nebula → Collapse → Ignition → Orbit → Expansion → Entropy. Cool #b388ff / warm #ffd54f. Dodecahedron. Fog 0.006 (vast). Cycle 90s. Font: Space Mono. Feels like: watching a star live and die in ninety seconds. Signature: Ignition — lattice contracts to a point, explodes outward. Durations: 15, 10, 8, 25, 20, 12. Words: collapse, orbit, ignition, void, expansion, entropy, signal, mass.

Neural: Resting → Stimulus → Cascade → Synchrony → Oscillation → Quiescence. Cool #1a237e / warm #ffab40. Torus. Fog 0.015. Cycle 75s (fast). Font: IBM Plex Mono. Feels like: the inside of a thought. Signature: Cascade — particles chain-activate like dominoes at 2x speed. Durations: 12, 8, 12, 18, 15, 10. Words: synapse, threshold, cascade, signal, rest, fire, wave, silence.

Ruin: Assembly → Inscription → Erosion → Fragment → Memory → Silence. Cool #d4a574 / warm #7fb5a0. Octahedron. Fog 0.018. Cycle 120s (geological). Font: Cormorant Garamond. Feels like: watching a temple turn to sand. Signature: Fragment — lattice edges disconnect visibly. Camera below center (phi=1.8), looking up. Durations: 20, 25, 20, 15, 20, 20. Words: fragment, inscription, erosion, memory, silence, stone, time, dust.

Anti-Patterns

  • Never use React/Vue/framework code — vanilla JS + HTML only
  • Never use THREE.OrbitControls from CDN — implement spherical camera directly
  • Never use THREE.Points without BufferGeometry — always attribute-based particles
  • Never use THREE.Geometry — removed in r133, use BufferGeometry
  • Never use varconst/let only
  • Never exceed 5000 particles without InstancedMesh
  • Never omit: resize handler, viewport meta, requestAnimationFrame, touch handlers
  • Never omit depthWrite: false on transparent overlay materials (stars, threads)
  • Never use synchronous font loading — CSS @font-face with font-display: swap
  • Never hardcode window dimensions — always window.innerWidth/Height
  • Never skip WebGL error handling — always provide a text fallback
  • Never use pure black (#000000) — use rich off-blacks (#050508, #0a0a12)
  • Never default to icosahedron — derive geometry from the concept

Post-Generation QA

python3 ~/.claude/skills/threejs-particle-canvas/scripts/validate_canvas.py output.html

Checklist:

  1. Three.js CDN import present
  2. Canvas container and WebGLRenderer
  3. requestAnimationFrame loop
  4. Window resize handler
  5. Mobile viewport meta tag
  6. At least 2 phases defined
  7. Touch event handlers
  8. WebGL error fallback
  9. BufferGeometry particle system
  10. PerspectiveCamera setup
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