mcpField
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particles-router

particles-router

github.com/bbeierle12Creative & media966 installsUpdated 1d ago
Repository

About particles-router

particles-router is a skill for routing particle-effect tasks to the particles-gpu, particles-physics, and particles-lifecycle skills. It matches task signals to relevant skills and provides combinations for common effects.

Key features

  1. 01Routes tasks by effect type and scale
  2. 02Matches skills using task signals
  3. 03Suggests combined skill sets
  4. 04Includes recipes for common effects
  5. 05Provides particle-count guidance

Use cases

  1. 01Selecting skills for a particle rendering task
  2. 02Combining motion and lifecycle skills for weather
  3. 03Choosing a skill focus for performance issues

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill particles-router

After installing, type/particles-routerin Claude Code to confirm it loaded.

Bundled files_meta.json

Details

From the project README

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 TypeSkillPrimary Signal Words
Renderingparticles-gpupoints, instanced, buffer, shader, thousands, performance
Motionparticles-physicsgravity, wind, attract, force, velocity, turbulence, collision
Spawningparticles-lifecycleemit, 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 TypeGPU FocusPhysics FocusLifecycle Focus
Stars/sparklePoints, staticMinimalTwinkle (alpha)
Snow/rainPoints, textureGravity, windContinuous, recycle
FireShader, blendUpward, turbulenceColor/size curves
ExplosionHigh countRadial, dragBurst, fade
SmokeSoft shaderRise, curlSlow fade, grow
SwarmInstancedAttractors, fieldsSpawn/death
TrailLine or pointsPath followingPosition history
DustSmall pointsBrownianRandom spawn

Particle Count Guidelines

CountApproachSkills Priority
< 100Simple, any approachlifecycle > physics > gpu
100 - 1,000Points or instancedAll equal
1,000 - 10,000GPU-focusedgpu > physics > lifecycle
10,000 - 100,000GPU essentialgpu >> physics (shader) > lifecycle
> 100,000Full GPU/computegpu 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
EffectStart With
Ambient dustgpu (points) + lifecycle (continuous)
Button sparklegpu (points) + lifecycle (burst, fade)
Character trailgpu + lifecycle (trail)
WeatherAll three
Magic spellAll three
Data visualizationgpu + lifecycle

Integration with Other Domains

Combined WithUse Case
shader-noiseTurbulent motion, organic shapes
shader-effectsGlow, chromatic aberration on particles
r3f-performanceOptimization, culling, LOD
gsap-fundamentalsScripted particle animations
audio-reactiveMusic-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

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