Particles Router
Routes to 3 specialized particle system skills based on task requirements.
Routing Protocol
- •Classify — Identify particle effect type and scale
- •Match — Find skill(s) with highest signal match
- •Combine — Most particle systems need 2-3 skills together
- •Load — Read matched SKILL.md files before implementation
Quick Route
Tier 1: Core (Always Consider)
| Task Type | Skill | Primary Signal Words |
|---|---|---|
| Rendering | particles-gpu | points, instanced, buffer, shader, thousands, performance |
| Motion | particles-physics | gravity, wind, attract, force, velocity, turbulence, collision |
| Spawning | particles-lifecycle | emit, spawn, fade, trail, pool, birth, death, age |
Signal Matching Rules
Priority Order
When multiple signals present, resolve by priority:
- •Performance concern — "millions of particles" →
particles-gpufirst - •Motion type — "swirling", "attracted to" →
particles-physics - •Emission pattern — "burst", "continuous", "trails" →
particles-lifecycle - •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 Type | GPU Focus | Physics Focus | Lifecycle Focus |
|---|---|---|---|
| Stars/sparkle | Points, static | Minimal | Twinkle (alpha) |
| Snow/rain | Points, texture | Gravity, wind | Continuous, recycle |
| Fire | Shader, blend | Upward, turbulence | Color/size curves |
| Explosion | High count | Radial, drag | Burst, fade |
| Smoke | Soft shader | Rise, curl | Slow fade, grow |
| Swarm | Instanced | Attractors, fields | Spawn/death |
| Trail | Line or points | Path following | Position history |
| Dust | Small points | Brownian | Random spawn |
Particle Count Guidelines
| Count | Approach | Skills Priority |
|---|---|---|
| < 100 | Simple, any approach | lifecycle > physics > gpu |
| 100 - 1,000 | Points or instanced | All equal |
| 1,000 - 10,000 | GPU-focused | gpu > physics > lifecycle |
| 10,000 - 100,000 | GPU essential | gpu >> physics (shader) > lifecycle |
| > 100,000 | Full GPU/compute | gpu only, physics in shader |
Skill Dependencies
particles-gpu (rendering foundation) ├── particles-physics (motion layer) └── particles-lifecycle (management layer)
- •
particles-gpuis always needed for rendering - •
particles-physicsandparticles-lifecycleare 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-gpuoptimization - •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
| Effect | Start With |
|---|---|
| Ambient dust | gpu (points) + lifecycle (continuous) |
| Button sparkle | gpu (points) + lifecycle (burst, fade) |
| Character trail | gpu + lifecycle (trail) |
| Weather | All three |
| Magic spell | All three |
| Data visualization | gpu + lifecycle |
Integration with Other Domains
| Combined With | Use Case |
|---|---|
shader-noise | Turbulent motion, organic shapes |
shader-effects | Glow, chromatic aberration on particles |
r3f-performance | Optimization, culling, LOD |
gsap-fundamentals | Scripted particle animations |
audio-reactive | Music-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