iart-ai/webgl-animation-skills3 files

Particle System

This skill should be used when the user asks to "build a particle system", "make confetti/snow/smoke/sparks", "create a connected-dot/constellation network background", "add a flow-field or curl-noise particle effect", "render thousands of GPU particles with Three.js Points", or "animate emitters with forces". Covers per-particle integration, forces, flow fields, burst/continuous emission, spatial-grid connected dots, and GPU points + shaders.

Specification
Skill ID
iart-ai/webgl-animation-skills/particle-system
Publisher
iart-ai
Repository
webgl-animation-skills
Installs
0
Files
3
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

iart-ai/webgl-animation-skills/particle-systemInstalls these files
  • README.md
  • SKILL.md
  • references/particle-recipes.md

What this skill tells the agent

Particle System

Drive many small elements with simple per-particle rules to get emergent, organic motion. Use 2D canvas for hundreds, GPU Points for thousands.

When to use

  • Particle/constellation backgrounds and ambient motion.
  • Celebratory bursts: confetti, sparks. Weather: snow, rain. Volumetric: smoke.
  • Flow-field / curl-noise swirls and data-driven point clouds.
  • Connected-dot networks (lines between nearby particles).

Core loop: integrate per particle

Each particle holds state and is advanced every frame: accumulate forces into acceleration, integrate velocity and position, age it, respawn when dead. Scale by dt for frame-rate independence.

class Particle {
  constructor() { this.reset(); }
  reset() {
    this.x = Math.random() * W; this.y = Math.random() * H;
    this.vx = 0; this.vy = 0;
    this.life = 1; this.size = 1 + Math.random() * 2;
  }
  step(dt, forces) {
    let ax = 0, ay = 0;
    for (const f of forces) { const [fx, fy] = f(this); ax += fx; ay += fy; }
    this.vx += ax * dt; this.vy += ay * dt;
    this.vx *= 0.99; this.vy *= 0.99;            // drag
    this.x += this.vx * dt; this.y += this.vy * dt;
    this.life -= dt * 0.2;
    if (this.life <= 0) this.reset();
  }
}

Prefer semi-implicit Euler (update velocity first, then position with the new velocity, as above) — it is stable for the spring/drag forces particles use. Use a fixed or clamped dt (Math.min(dt, 1/30)) so a stalled tab does not explode the simulation.

Forces

A force is a function returning an acceleration [fx, fy]. Compose a list.

const gravity = () => [0, 400];                  // constant downward
const drag = (p) => [-p.vx * 0.5, -p.vy * 0.5];  // proportional resistance
function attract(tx, ty, strength) {             // pull toward a point (e.g. mouse)
  return (p) => {
    const dx = tx - p.x, dy = ty - p.y;
    const d2 = dx*dx + dy*dy + 100;              // +100 softens the singularity
    const f = strength / d2;
    return [dx * f, dy * f];
  };
}

Repulsion is attract with negative strength. Springs toward a home position give "settle back" effects.

Flow fields / curl noise (organic swirl)

Sample a noise field to derive a velocity direction per particle. Use the noise value as an angle:

// `noise2D` from a library (e.g. simplex-noise's createNoise2D), range -1..1
function flowField(noise2D, scale = 0.002, speed = 60) {
  return (p) => {
    const angle = noise2D(p.x * scale, p.y * scale) * Math.PI * 2;
    return [Math.cos(angle) * speed - p.vx, Math.sin(angle) * speed - p.vy];
  };
}

True curl noise is divergence-free (no sources/sinks → fluid-like). Compute the curl of a potential by finite differences:

function curl(noise2D, x, y, eps = 1e-2) {
  const n1 = noise2D(x, y + eps), n2 = noise2D(x, y - eps);
  const n3 = noise2D(x + eps, y), n4 = noise2D(x - eps, y);
  return [ (n1 - n2) / (2*eps), -(n3 - n4) / (2*eps) ];  // (dN/dy, -dN/dx)
}

Add time to the noise input (noise2D(x*scale, y*scale + t)) to make the field evolve.

Emission: burst vs continuous

  • Burst (confetti, sparks): spawn N particles at once at a point with randomized angle/speed within a cone, then let gravity + drag take over. No respawn — remove when dead.
  • Continuous (snow, smoke): spawn a steady rate; respawn dead particles at the top/source.

Randomize within a range for natural spread: angle = base + (Math.random()-0.5)*spread; speed = min + Math.random()*(max-min).

function burst(x, y, n = 120) {
  const out = [];
  for (let i = 0; i < n; i++) {
    const a = Math.random() * Math.PI * 2;
    const s = 200 + Math.random() * 400;
    out.push({ x, y, vx: Math.cos(a)*s, vy: Math.sin(a)*s - 200,  // upward bias
               life: 1, size: 4 + Math.random()*4,
               color: `hsl(${Math.random()*360},90%,60%)`,
               rot: Math.random()*6.28, vr: (Math.random()-0.5)*10 });
  }
  return out;
}

Confetti reads as confetti because of rotation + flat rectangles + gravity + air drag, not round dots. Snow reads as snow from slow fall + gentle horizontal sine sway + size-varied depth.

Connected-dot network without O(n²)

Naively checking every pair is O(n²) and dies past ~300 particles. Use a uniform spatial grid: bin particles by cell, only compare against the 8 neighboring cells.

function connect(ctx, parts, radius) {
  const cell = radius, cols = Math.ceil(W / cell);
  const grid = new Map();
  const key = (cx, cy) => cx + cy * cols;
  for (const p of parts) {
    const cx = (p.x / cell) | 0, cy = (p.y / cell) | 0;
    (grid.get(key(cx, cy)) ?? grid.set(key(cx, cy), []).get(key(cx, cy))).push(p);
  }
  for (const p of parts) {
    const cx = (p.x / cell) | 0, cy = (p.y / cell) | 0;
    for (let oy = -1; oy <= 1; oy++) for (let ox = -1; ox <= 1; ox++) {
      const bucket = grid.get(key(cx+ox, cy+oy)); if (!bucket) continue;
      for (const q of bucket) {
        if (q === p) continue;
        const dx = p.x - q.x, dy = p.y - q.y, d = Math.hypot(dx, dy);
        if (d < radius) {
          ctx.globalAlpha = 1 - d / radius;     // fade line with distance
          ctx.beginPath(); ctx.moveTo(p.x, p.y); ctx.lineTo(q.x, q.y); ctx.stroke();
        }
      }
    }
  }
  ctx.globalAlpha = 1;
}

This is O(n) for evenly distributed particles. Each pair is found twice; halve work by only checking forward neighbors if needed.

GPU particles: Three.js Points + shader

For thousands+, push all positions into a BufferGeometry and render as Points. Animate in the vertex shader for true GPU scale.

const N = 50000;
const pos = new Float32Array(N * 3);
for (let i = 0; i < N * 3; i++) pos[i] = (Math.random() - 0.5) * 20;
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.BufferAttribute(pos, 3));
const mat = new THREE.ShaderMaterial({
  uniforms: { u_time: { value: 0 }, u_size: { value: 6 } },
  transparent: true, depthWrite: false, blending: THREE.AdditiveBlending,
  vertexShader: `
    uniform float u_time, u_size;
    void main(){
      vec3 p = position;
      p.y += sin(u_time + position.x) * 0.5;          // animate on GPU
      vec4 mv = modelViewMatrix * vec4(p, 1.0);
      gl_PointSize = u_size * (10.0 / -mv.z);          // perspective size
      gl_Position = projectionMatrix * mv;
    }`,
  fragmentShader: `
    void main(){
      float d = length(gl_PointCoord - 0.5);
      if (d > 0.5) discard;                            // round, soft points
      gl_FragColor = vec4(1.0, 0.8, 0.4, smoothstep(0.5, 0.0, d));
    }`,
});
scene.add(new THREE.Points(geo, mat));
// loop: mat.uniforms.u_time.value = clock.getElapsedTime();

AdditiveBlending + depthWrite: false gives the glowing-particle look. discard on gl_PointCoord distance makes square points round. For per-particle data (life, seed), add custom attributes and read them in the shader.

Deliver & verify (standalone HTML)

Packaged helper (scripts/): scripts/seek-shot.sh anim.html 0 1.5 3 freezes the ?t=N harness and screenshots each moment; scripts/contact-sheet.sh sheet.png frame-*.png tiles them for one-glance review. See scripts/README.md.

For a self-contained particle effect (constellation background, confetti burst, flow field, GPU points) the deliverable is one HTML file that opens directly in a browser — canvas 2D inline, or Three.js from a CDN via an importmap for GPU Points, one render loop, no build step. A single file is the right tier; don't reach for a bundler when one file does the job.

Output contract:

  • One .html: for canvas, the simulation + 2D draw loop in one inline <script>; for GPU points, importmap pins three to a CDN with the Points setup inline.
  • Drive the sim from one accumulated time (sum of clamped dt, or clock.getElapsedTime() / u_time for GPU). No Date.now() scattered per particle.

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