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Threejs particles trails and effects

Skill linegel/threejs-complete-set-of-skill/skills/threejs-particles-trails-and-effects

25 expert agent skills for ambitious Three.js WebGPU/TSL scenes — procedural oceans, clouds, planets, water optics, image pipelines, and screenshot-backed visual validation. For Claude Code, Codex, Cursor, and any skill-aware agent.

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npx -y skills add linegel/threejs-complete-set-of-skill --skill threejs-particles-trails-and-effects

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Representation-first Three.js WebGPU/TSL particles, ribbon or history trails, and effects. Use for analytic or recurrent particle motion, stable-slot or scan-compacted GPU pools, flow-conforming shells and wakes, dissolving debris, or effect-specific HDR and depth integration.

SKILL.md

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Representation-First Particles, Trails, and Effects

Own GPU-resident object- and world-space effects: spawn, motion, lifetime, compaction, draw representation, depth/blend behavior, and scene-linear HDR emission. Route viewport history to $threejs-dynamic-surface-effects, weather accumulation to $threejs-rain-snow-and-wet-surfaces, authored event motion to $threejs-procedural-motion-systems, and shared post ownership to $threejs-image-pipeline or $threejs-bloom.

When an effect consumes collision, forcing, or exchange owned by another system, close this local handoff before step 1:

  • name the quantity and units, producer frame/origin, transform revision, and origin generation;
  • name the half-open source interval, cadence, sample phase, immutable producer version, and permitted pool consumer;
  • declare support/filter, validity, staleness, error, and missing/overflow policy;
  • mark one-way reads or name the two-way source/reaction owners, application order, and applied state version;
  • bind the GPU resource generation, producing and consuming passes, completion dependency, and reset on discontinuity, rebase, or generation change while keeping the steady frame readback-free.

The source owner retains authority; the pool consumes immutable publications. Invoke $threejs-choose-skills when the route needs additional system owners. Then read coupled inputs for effect-specific ownership and degradation rules.

Process

1. Define the observable and its owners

Write one effect contract containing:

  • the event interval, deterministic seed, effect class, transform, and flow/impact direction;
  • the coordinate frame, distance/time units, lifetime clock, and seek/reset behavior;
  • the visible roles: silhouette, motion, illumination, residue, or occlusion;
  • the depth-test, depth-write, blend/order, HDR signal, and final-output owner;
  • any external producer and whether the pool is presentation-only or backed by a separately owned physical body.

The step is complete when every visible or physical claim has one owner and every input has a frame, time, validity policy, and consumer.

2. Select motion and neighborhood representation

Choose the least writable state that represents the mechanism:

MechanismRepresentation
Pose and appearance are pure functions of spawn data and timeImmutable spawn records; evaluate analytically in vertex TSL
State recurs independently per particleStructure-of-arrays hot state; one named compute integration stage
Collision or field feedback changes stateRecurrent state plus the owning GPU field/proxy at the same frame and sample time
Neighbor interactions matterSpatial grid/hash or sort-and-scan before bounded local interaction

Select allocation independently:

Occupancy behaviorAllocation/compaction
Holes cost less than scan/scatter trafficStable slots, generation-bearing identity, alive flag, and bounded visible range
Dense output materially reduces later workmark -> exclusive scan -> scatter -> publish indirect count into a second state set
Removal is serialized with unique source/destination ownershipDense tail swap may be used; move every state and identity lane atomically

For recurrent or compacted pools, read state and compaction before implementation. For neighbor interactions, read neighborhood interactions. The step is complete when every writable lane and every selected compaction or neighborhood phase is justified by a downstream consumer or measured saving.

3. Specify the state transition and identity lifecycle

Keep the order explicit:

ordered event packets
  -> deterministic spawn/range allocation
  -> optional neighborhood build from committed source state
  -> analytic evaluation or one recurrent next-state update, including interaction
  -> optional ordered compaction
  -> optional trail sample and publication
  -> draw from the committed state/count
  -> post consumers

Generate cold parameters once and update only recurrent lanes. Preserve stable entity identity across slot movement. Birth, death, slot reuse, teleport, representation change, and unavailable prior state invalidate motion vectors, trails, interpolation, and temporal history before presentation. Analytic particles evaluate both previous and current presentation times; recurrent pools retain adjacent immutable presentation states.

A camera cut or other presentation-only discontinuity resets affected screen-space motion and temporal accumulation without restarting particle simulation, lifetimes, identities, or valid world-space trail histories.

Read temporal identity when the effect feeds TAA, motion vectors, trails, or multi-frame post. The step is complete when each state version has one writer, draw consumes a committed version, and a reused slot cannot inherit prior entity history.

For ribbon or history trails, read trail histories and ribbons.

4. Build the r185 GPU path

Use WebGPURenderer from three/webgpu, call await renderer.init(), and require renderer.backend.isWebGPUBackend === true for this canonical path. Route explicit WebGPU-unavailable teaching to $threejs-compatibility-fallbacks. Use Fn().compute(...), renderer.compute(...), storage nodes and StorageInstancedBufferAttribute for recurrent state. Render sprites with SpriteNodeMaterial; render shaped particles with InstancedMesh and a NodeMaterial family material. Dense compaction publishes an indirect command through IndirectStorageBufferAttribute and geometry.setIndirect().

computeAsync() in r185 waits for renderer initialization, not GPU completion. Express global phase dependencies as ordered dispatches and keep frame-critical counts and state GPU-resident.

Read r185 execution facts when implementing compute, indirect draw, bounds, or completion. The step is complete when every admitted spawn, update, neighborhood, compaction, trail publication, and draw phase has explicit GPU ordering and the steady frame path performs no readback or per-particle object update.

5. Bind representation, depth, and output

Use sprites or instanced quads for camera-facing sparks, instanced lit meshes for shaped debris, hull-derived geometry for conforming plasma, and generated capsule/profile geometry for wakes. For flow-conforming work, read shells and wakes. For spark or debris work, read analytic sparks and dissolving debris.

Give each draw class an explicit depth and transparency contract. Use chunked analytic bounds or a GPU reduction for storage-driven motion. Keep beauty in scene-linear HDR through one tone-map/output conversion owner. Full-scene bloom reads HDR beauty; allocate a selective emissive MRT only for an authored inclusion/exclusion requirement with a valid transparent blend and measured attachment cost.

Read depth, HDR, and output before accepting transparent or emissive effects. The step is complete when occlusion, ordering, bounds, HDR contribution, and final conversion each have one tested owner.

6. Prove the mechanism and budget

Capture seeded fixed-time states and expose only applicable evidence: event and spawn ranges; live/slot count, overflow, identity, and age/velocity for pooled state; compaction count and mapping for compacted state; trail head/count, chronological samples, and breaks for trails; neighborhood occupancy and overflow for local interactions; bounds, depth mode, raw HDR, optional selective signal, bloom contribution, overdraw, and GPU time for the selected draw and post classes. Compare only admitted alternatives at the same visible workload.

When bloom is admitted, verify the beauty path with bloom disabled and preserve readable silhouette, layer roles, depth, and motion without halo support. Scale by stopping idle work, removing unnecessary writable state or compaction, then reducing active count, field bandwidth, transparent layers, and post extent while preserving the selected motion class and owners.

Read resource accounting and diagnostics and failure signatures for the applicable branches. The skill is complete when the seeded result is repeatable; every admitted event, update, neighborhood, compaction, trail, draw, and post phase has evidenced order; stable identity and reset controls pass; the frame path has zero required readbacks; depth and output ownership are singular; the bloom-off image remains legible when bloom is admitted; and the complete scene meets its named resource and timing budget.

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