
particles-gpu
GPU-based particle systems using instanced rendering, buffer attributes, Points geometry, and custom shaders. Use when rendering thousands to millions of particles efficiently, creating particle effects like snow, rain, stars, or abstract visualizations.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill particles-gpu- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads particles-gpu automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
GPU Particles
Render massive particle counts (10k-1M+) efficiently using GPU instancing and custom shaders.
Quick Start
import { useRef, useMemo } from 'react';
import { useFrame } from '@react-three/fiber';
import * as THREE from 'three';
function Particles({ count = 10000 }) {
const points = useRef<THREE.Points>(null!);
const positions = useMemo(() => {
const pos = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
pos[i * 3] = (Math.random() - 0.5) * 10;
pos[i * 3 + 1] = (Math.random() - 0.5) * 10;
pos[i * 3 + 2] = (Math.random() - 0.5) * 10;
}
return pos;
}, [count]);
return (
<points ref={points}>
<bufferGeometry>
<bufferAttribute
attach="attributes-position"
count={count}
array={positions}
itemSize={3}
/>
</bufferGeometry>
<pointsMaterial size={0.05} color="#ffffff" />
</points>
);
}
Rendering Approaches
| Approach | Particle Count | Complexity | Use Case |
|---|---|---|---|
| Points | 10k - 500k | Low | Simple particles, stars |
| Instanced Mesh | 1k - 100k | Medium | 3D geometry particles |
| Custom Shader | 100k - 10M | High | Maximum control |
Points Geometry
Simplest approach—each particle is a screen-facing point sprite.
Basic Points
function BasicPoints({ count = 5000 }) {
const positions = useMemo(() => {
const pos = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
const r = Math.cbrt(Math.random()) * 5;
pos[i * 3] = r * Math.sin(phi) * Math.cos(theta);
pos[i * 3 + 1] = r * Math.sin(phi) * Math.sin(theta);
pos[i * 3 + 2] = r * Math.cos(phi);
}
return pos;
}, [count]);
return (
<points>
<bufferGeometry>
<bufferAttribute
attach="attributes-position"
count={count}
array={positions}
itemSize={3}
/>
</bufferGeometry>
<pointsMaterial
size={0.1}
sizeAttenuation={true}
transparent={true}
opacity={0.8}
depthWrite={false}
blending={THREE.AdditiveBlending}
/>
</points>
);
}
Points with Texture
function TexturedPoints({ count = 5000 }) {
const texture = useTexture('/particle.png');
return (
<points>
<bufferGeometry>
{/* ... positions ... */}
</bufferGeometry>
<pointsMaterial
size={0.5}
map={texture}
transparent={true}
alphaTest={0.01}
depthWrite={false}
blending={THREE.AdditiveBlending}
/>
</points>
);
}
Custom Attributes
Add per-particle data like color, size, velocity:
function ColoredParticles({ count = 10000 }) {
const { positions, colors, sizes } = useMemo(() => {
const pos = new Float32Array(count * 3);
const col = new Float32Array(count * 3);
const siz = new Float32Array(count);
for (let i = 0; i < count; i++) {
// Position
pos[i * 3] = (Math.random() - 0.5) * 10;
pos[i * 3 + 1] = (Math.random() - 0.5) * 10;
pos[i * 3 + 2] = (Math.random() - 0.5) * 10;
// Color (HSL to RGB)
const color = new THREE.Color();
color.setHSL(Math.random(), 0.8, 0.5);
col[i * 3] = color.r;
col[i * 3 + 1] = color.g;
col[i * 3 + 2] = color.b;
// Size
siz[i] = 0.05 + Math.random() * 0.1;
}
return { positions: pos, colors: col, sizes: siz };
}, [count]);
return (
<points>
<bufferGeometry>
<bufferAttribute
attach="attributes-position"
count={count}
array={positions}
itemSize={3}
/>
<bufferAttribute
attach="attributes-color"
count={count}
array={colors}
itemSize={3}
/>
<bufferAttribute
attach="attributes-size"
count={count}
array={sizes}
itemSize={1}
/>
</bufferGeometry>
<pointsMaterial
vertexColors
size={0.1}
sizeAttenuation
transparent
depthWrite={false}
/>
</points>
);
}
Custom Shader Particles
Maximum control over particle appearance and animation:
const vertexShader = `
attribute float aSize;
attribute vec3 aColor;
attribute float aAlpha;
uniform float uTime;
uniform float uPixelRatio;
varying vec3 vColor;
varying float vAlpha;
void main() {
vColor = aColor;
vAlpha = aAlpha;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
// Size attenuation
gl_PointSize = aSize * uPixelRatio * (300.0 / -mvPosition.z);
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
varying vec3 vColor;
varying float vAlpha;
void main() {
// Circular particle
float dist = length(gl_PointCoord - 0.5);
if (dist > 0.5) discard;
// Soft edge
float alpha = 1.0 - smoothstep(0.4, 0.5, dist);
gl_FragColor = vec4(vColor, alpha * vAlpha);
}
`;
function ShaderParticles({ count = 50000 }) {
const points = useRef<THREE.Points>(null!);
const { positions, sizes, colors, alphas } = useMemo(() => {
const pos = new Float32Array(count * 3);
const siz = new Float32Array(count);
const col = new Float32Array(count * 3);
const alp = new Float32Array(count);
for (let i = 0; i < count; i++) {
pos[i * 3] = (Math.random() - 0.5) * 20;
pos[i * 3 + 1] = (Math.random() - 0.5) * 20;
pos[i * 3 + 2] = (Math.random() - 0.5) * 20;
siz[i] = 10 + Math.random() * 20;
const color = new THREE.Color();
color.setHSL(0.6 + Math.random() * 0.2, 0.8, 0.5);
col[i * 3] = color.r;
col[i * 3 + 1] = color.g;
col[i * 3 + 2] = color.b;
alp[i] = 0.3 + Math.random() * 0.7;
}
return { positions: pos, sizes: siz, colors: col, alphas: alp };
}, [count]);
useFrame(({ clock }) => {
points.current.material.uniforms.uTime.value = clock.elapsedTime;
});
return (
<points ref={points}>
<bufferGeometry>
<bufferAttribute attach="attributes-position" count={count} array={positions} itemSize={3} />
<bufferAttribute attach="attributes-aSize" count={count} array={sizes} itemSize={1} />
<bufferAttribute attach="attributes-aColor" count={count} array={colors} itemSize={3} />
<bufferAttribute attach="attributes-aAlpha" count={count} array={alphas} itemSize={1} />
</bufferGeometry>
<shaderMaterial
vertexShader={vertexShader}
fragmentShader={fragmentShader}
uniforms={{
uTime: { value: 0 },
uPixelRatio: { value: Math.min(window.devicePixelRatio, 2) }
}}
transparent
depthWrite={false}
blending={THREE.AdditiveBlending}
/>
</points>
);
}
Animated Particles
Position Animation in Shader
// Vertex shader with animation
attribute vec3 aVelocity;
attribute float aPhase;
uniform float uTime;
void main() {
vec3 pos = position;
// Simple oscillation
pos.y += sin(uTime * 2.0 + aPhase) * 0.5;
// Velocity-based movement
pos += aVelocity * uTime;
// Wrap around bounds
pos = mod(pos + 10.0, 20.0) - 10.0;
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
gl_PointSize = 10.0 * (300.0 / -mvPosition.z);
gl_Position = projectionMatrix * mvPosition;
}
CPU Animation (for dynamic systems)
function AnimatedParticles({ count = 10000 }) {
const points = useRef<THREE.Points>(null!);
const velocities = useMemo(() => {
const vel = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
vel[i * 3] = (Math.random() - 0.5) * 0.02;
vel[i * 3 + 1] = (Math.random() - 0.5) * 0.02;
vel[i * 3 + 2] = (Math.random() - 0.5) * 0.02;
}
return vel;
}, [count]);
useFrame(() => {
const positions = points.current.geometry.attributes.position.array as Float32Array;
for (let i = 0; i < count; i++) {
positions[i * 3] += velocities[i * 3];
positions[i * 3 + 1] += velocities[i * 3 + 1];
positions[i * 3 + 2] += velocities[i * 3 + 2];
// Wrap around
for (let j = 0; j < 3; j++) {
if (positions[i * 3 + j] > 5) positions[i * 3 + j] = -5;
if (positions[i * 3 + j] < -5) positions[i * 3 + j] = 5;
}
}
points.current.geometry.attributes.position.needsUpdate = true;
});
// ... geometry setup
}
Instanced Mesh Particles
For 3D geometry particles (not just points):
function InstancedParticles({ count = 1000 }) {
const mesh = useRef<THREE.InstancedMesh>(null!);
const dummy = useMemo(() => new THREE.Object3D(), []);
useEffect(() => {
for (let i = 0; i < count; i++) {
dummy.position.set(
(Math.random() - 0.5) * 10,
(Math.random() - 0.5) * 10,
(Math.random() - 0.5) * 10
);
dummy.rotation.set(
Math.random() * Math.PI,
Math.random() * Math.PI,
0
);
dummy.scale.setScalar(0.05 + Math.random() * 0.1);
dummy.updateMatrix();
mesh.current.setMatrixAt(i, dummy.matrix);
}
mesh.current.instanceMatrix.needsUpdate = true;
}, [count, dummy]);
useFrame(({ clock }) => {
for (let i = 0; i < count; i++) {
mesh.current.getMatrixAt(i, dummy.matrix);
dummy.matrix.decompose(dummy.position, dummy.quaternion, dummy.scale);
dummy.rotation.x += 0.01;
dummy.rotation.y += 0.01;
dummy.updateMatrix();
mesh.current.setMatrixAt(i, dummy.matrix);
}
mesh.current.instanceMatrix.needsUpdate = true;
});
return (
<instancedMesh ref={mesh} args={[undefined, undefined, count]}>
<icosahedronGeometry args={[1, 0]} />
<meshStandardMaterial color="#ff6b6b" />
</instancedMesh>
);
}
Buffer Geometry Patterns
Sphere Distribution
function spherePositions(count: number, radius: number) {
const positions = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
const r = Math.cbrt(Math.random()) * radius; // Cube root for uniform volume
positions[i * 3] = r * Math.sin(phi) * Math.cos(theta);
positions[i * 3 + 1] = r * Math.sin(phi) * Math.sin(theta);
positions[i * 3 + 2] = r * Math.cos(phi);
}
return positions;
}
Galaxy Spiral
function galaxyPositions(count: number, arms: number, spin: number) {
const positions = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
const armIndex = i % arms;
const armAngle = (armIndex / arms) * Math.PI * 2;
const radius = Math.random() * 5;
const spinAngle = radius * spin;
const angle = armAngle + spinAngle;
// Add randomness
const randomX = (Math.random() - 0.5) * 0.5 * radius;
const randomY = (Math.random() - 0.5) * 0.2;
const randomZ = (Math.random() - 0.5) * 0.5 * radius;
positions[i * 3] = Math.cos(angle) * radius + randomX;
positions[i * 3 + 1] = randomY;
positions[i * 3 + 2] = Math.sin(angle) * radius + randomZ;
}
return positions;
}
Grid Distribution
function gridPositions(countPerAxis: number, spacing: number) {
const count = countPerAxis ** 3;
const positions = new Float32Array(count * 3);
const offset = (countPerAxis - 1) * spacing * 0.5;
let index = 0;
for (let x = 0; x < countPerAxis; x++) {
for (let y = 0; y < countPerAxis; y++) {
for (let z = 0; z < countPerAxis; z++) {
positions[index * 3] = x * spacing - offset;
positions[index * 3 + 1] = y * spacing - offset;
positions[index * 3 + 2] = z * spacing - offset;
index++;
}
}
}
return positions;
}
Performance Tips
| Technique | Impact |
|---|---|
| Use Points over InstancedMesh | 5-10x faster for simple particles |
| GPU animation (shader) vs CPU | 10-100x faster at scale |
| Disable depthWrite | Faster blending |
| Use Float32Array | Required for buffers |
| Frustum culling (default on) | Skip off-screen |
Optimal Settings
<pointsMaterial
transparent
depthWrite={false} // Faster blending
blending={THREE.AdditiveBlending} // Good for glowing particles
sizeAttenuation // Perspective-correct size
/>
File Structure
particles-gpu/
├── SKILL.md
├── references/
│ ├── buffer-patterns.md # Distribution patterns
│ └── shader-examples.md # Complete shader examples
└── scripts/
├── particles/
│ ├── basic-points.tsx # Simple points setup
│ ├── shader-points.tsx # Custom shader particles
│ └── instanced.tsx # Instanced mesh particles
└── distributions/
├── sphere.ts # Sphere distribution
├── galaxy.ts # Galaxy spiral
└── grid.ts # Grid distribution
Reference
references/buffer-patterns.md— Position distribution patternsreferences/shader-examples.md— Complete particle shaders
FAQ
What does the particles-gpu skill do?
GPU-based particle systems using instanced rendering, buffer attributes, Points geometry, and custom shaders. Use when rendering thousands to millions of particles efficiently, creating particle effects like snow, rain, stars, or abstract visualizations.
How do I install particles-gpu?
Run npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill particles-gpu in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/particles-gpu/ (personal) or .claude/skills/particles-gpu/ (project).
Which AI agents can use particles-gpu?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is particles-gpu safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains particles-gpu?
It is published by bbeierle12 in bbeierle12/skill-mcp-claude. It has 169 recorded installs.
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