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Particles Lifecycle

  • 58 installs
  • 8 repo stars
  • Updated August 4, 2026
  • bbeierle12/skill-mcp-claude

particles-lifecycle is a Claude skill that manages particle emission, death, pooling, trails, and fade for Three.js and React Three Fiber effects.

About

This skill manages particle lifecycle in Three.js and React Three Fiber: emission and spawning, death conditions, object pooling, trails, and fade-in/out transitions. It provides emitter patterns (continuous, burst, sphere/box/circle/cone shapes) and CPU and GPU particle pools for memory-efficient recycling. A developer uses it when building continuous or bursting particle effects that need birth/death cycles.

  • Continuous, burst, and shape-based emission patterns
  • Object pooling to avoid garbage collection
  • GPU buffer-based particle pool for large counts

Particles Lifecycle by the numbers

  • 58 all-time installs (skills.sh)
  • Ranked #147 of 247 Game Development skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
At a glance

particles-lifecycle capabilities & compatibility

Capabilities
particles router · postfx bloom
From the docs

What particles-lifecycle says it does

Particle lifecycle management—emission/spawning, death conditions, object pooling, trails, fade-in/out, and state transitions.
SKILL.md
Pre-allocate particles to avoid garbage collection:
SKILL.md
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill particles-lifecycle

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Listed on Skillselion
Installs58
repo stars8
Last updatedAugust 4, 2026
Repositorybbeierle12/skill-mcp-claude

What it does

Manage particle birth, life, death, and recycling in Three.js scenes with emission patterns, object pooling, trails, and fade effects.

Who is it for?

Building particle effects that need continuous emission, bursts, trails, or recycling

Skip if: Non-3D UI animations or CSS-only effects

When should I use this skill?

Particles need birth/death cycles, continuous emission, trail effects, or memory-efficient recycling

What you get

A pooled particle system with controlled emission and fade lifecycle

  • Particle emitter
  • CPU object pool
  • GPU buffer-based pool

By the numbers

  • 3 emission patterns (continuous, burst, shape)
  • 4 shape emitters (sphere, box, circle, cone)

Files

SKILL.mdMarkdownGitHub ↗

Particle Lifecycle

Manage particle birth, life, death, and rebirth for continuous effects.

Quick Start

interface Particle {
  position: THREE.Vector3;
  velocity: THREE.Vector3;
  life: number;      // Current life (decrements)
  maxLife: number;   // Starting life
  alive: boolean;
}

// Update loop
for (const p of particles) {
  if (!p.alive) continue;
  
  p.life -= delta;
  if (p.life <= 0) {
    p.alive = false;
    continue;
  }
  
  // Age factor (0 at birth, 1 at death)
  const age = 1 - p.life / p.maxLife;
  
  // Update position, apply fade, etc.
}

Emission Patterns

Continuous Emission

class ContinuousEmitter {
  private accumulator = 0;
  
  emit(
    particles: Particle[],
    rate: number,      // Particles per second
    delta: number,
    spawnFn: () => Particle
  ) {
    this.accumulator += rate * delta;
    
    while (this.accumulator >= 1) {
      this.accumulator -= 1;
      
      // Find dead particle to reuse
      const dead = particles.find(p => !p.alive);
      if (dead) {
        Object.assign(dead, spawnFn());
        dead.alive = true;
      }
    }
  }
}

// Usage
const emitter = new ContinuousEmitter();

useFrame((_, delta) => {
  emitter.emit(particles, 100, delta, () => ({
    position: new THREE.Vector3(0, 0, 0),
    velocity: new THREE.Vector3(
      (Math.random() - 0.5) * 2,
      Math.random() * 5,
      (Math.random() - 0.5) * 2
    ),
    life: 2 + Math.random(),
    maxLife: 2 + Math.random(),
    alive: true
  }));
});

Burst Emission

function emitBurst(
  particles: Particle[],
  count: number,
  origin: THREE.Vector3,
  speed: number,
  lifeRange: [number, number]
) {
  let emitted = 0;
  
  for (const p of particles) {
    if (emitted >= count) break;
    if (p.alive) continue;
    
    // Random direction on sphere
    const theta = Math.random() * Math.PI * 2;
    const phi = Math.acos(2 * Math.random() - 1);
    
    const dir = new THREE.Vector3(
      Math.sin(phi) * Math.cos(theta),
      Math.sin(phi) * Math.sin(theta),
      Math.cos(phi)
    );
    
    p.position.copy(origin);
    p.velocity.copy(dir).multiplyScalar(speed * (0.5 + Math.random()));
    p.maxLife = lifeRange[0] + Math.random() * (lifeRange[1] - lifeRange[0]);
    p.life = p.maxLife;
    p.alive = true;
    
    emitted++;
  }
  
  return emitted;
}

Shape Emission

// Emit from sphere surface
function emitFromSphere(origin: THREE.Vector3, radius: number): THREE.Vector3 {
  const theta = Math.random() * Math.PI * 2;
  const phi = Math.acos(2 * Math.random() - 1);
  
  return new THREE.Vector3(
    origin.x + radius * Math.sin(phi) * Math.cos(theta),
    origin.y + radius * Math.sin(phi) * Math.sin(theta),
    origin.z + radius * Math.cos(phi)
  );
}

// Emit from box volume
function emitFromBox(min: THREE.Vector3, max: THREE.Vector3): THREE.Vector3 {
  return new THREE.Vector3(
    min.x + Math.random() * (max.x - min.x),
    min.y + Math.random() * (max.y - min.y),
    min.z + Math.random() * (max.z - min.z)
  );
}

// Emit from circle edge
function emitFromCircle(center: THREE.Vector3, radius: number, normal: THREE.Vector3): THREE.Vector3 {
  const angle = Math.random() * Math.PI * 2;
  
  // Create perpendicular vectors
  const up = Math.abs(normal.y) < 0.9 ? new THREE.Vector3(0, 1, 0) : new THREE.Vector3(1, 0, 0);
  const right = new THREE.Vector3().crossVectors(normal, up).normalize();
  const forward = new THREE.Vector3().crossVectors(right, normal).normalize();
  
  return new THREE.Vector3()
    .addScaledVector(right, Math.cos(angle) * radius)
    .addScaledVector(forward, Math.sin(angle) * radius)
    .add(center);
}

// Emit from cone
function emitFromCone(origin: THREE.Vector3, direction: THREE.Vector3, angle: number, speed: number): THREE.Vector3 {
  const coneAngle = Math.random() * angle;
  const rotation = Math.random() * Math.PI * 2;
  
  const velocity = direction.clone().normalize();
  
  // Rotate around perpendicular axis
  const perpendicular = new THREE.Vector3(1, 0, 0);
  if (Math.abs(direction.x) > 0.9) perpendicular.set(0, 1, 0);
  perpendicular.cross(direction).normalize();
  
  velocity.applyAxisAngle(perpendicular, coneAngle);
  velocity.applyAxisAngle(direction, rotation);
  
  return velocity.multiplyScalar(speed);
}

Object Pooling

Pre-allocate particles to avoid garbage collection:

class ParticlePool {
  private particles: Particle[] = [];
  private activeCount = 0;
  
  constructor(maxCount: number) {
    for (let i = 0; i < maxCount; i++) {
      this.particles.push({
        position: new THREE.Vector3(),
        velocity: new THREE.Vector3(),
        life: 0,
        maxLife: 0,
        alive: false
      });
    }
  }
  
  spawn(): Particle | null {
    for (const p of this.particles) {
      if (!p.alive) {
        p.alive = true;
        this.activeCount++;
        return p;
      }
    }
    return null;  // Pool exhausted
  }
  
  kill(particle: Particle) {
    particle.alive = false;
    this.activeCount--;
  }
  
  update(delta: number, updateFn: (p: Particle, age: number) => void) {
    for (const p of this.particles) {
      if (!p.alive) continue;
      
      p.life -= delta;
      
      if (p.life <= 0) {
        this.kill(p);
        continue;
      }
      
      const age = 1 - p.life / p.maxLife;
      updateFn(p, age);
    }
  }
  
  forEach(fn: (p: Particle) => void) {
    for (const p of this.particles) {
      if (p.alive) fn(p);
    }
  }
  
  get active() { return this.activeCount; }
  get capacity() { return this.particles.length; }
}

GPU Pool (Buffer-Based)

class GPUParticlePool {
  positions: Float32Array;
  velocities: Float32Array;
  lives: Float32Array;
  maxLives: Float32Array;
  
  private freeIndices: number[] = [];
  
  constructor(public count: number) {
    this.positions = new Float32Array(count * 3);
    this.velocities = new Float32Array(count * 3);
    this.lives = new Float32Array(count);
    this.maxLives = new Float32Array(count);
    
    // All indices start free
    for (let i = count - 1; i >= 0; i--) {
      this.freeIndices.push(i);
    }
  }
  
  spawn(): number {
    const index = this.freeIndices.pop();
    return index ?? -1;
  }
  
  kill(index: number) {
    this.lives[index] = 0;
    this.freeIndices.push(index);
  }
  
  setParticle(index: number, pos: THREE.Vector3, vel: THREE.Vector3, life: number) {
    this.positions[index * 3] = pos.x;
    this.positions[index * 3 + 1] = pos.y;
    this.positions[index * 3 + 2] = pos.z;
    
    this.velocities[index * 3] = vel.x;
    this.velocities[index * 3 + 1] = vel.y;
    this.velocities[index * 3 + 2] = vel.z;
    
    this.lives[index] = life;
    this.maxLives[index] = life;
  }
  
  update(delta: number) {
    for (let i = 0; i < this.count; i++) {
      if (this.lives[i] <= 0) continue;
      
      this.lives[i] -= delta;
      
      if (this.lives[i] <= 0) {
        this.freeIndices.push(i);
        continue;
      }
      
      // Update position
      this.positions[i * 3] += this.velocities[i * 3] * delta;
      this.positions[i * 3 + 1] += this.velocities[i * 3 + 1] * delta;
      this.positions[i * 3 + 2] += this.velocities[i * 3 + 2] * delta;
    }
  }
}

Fade Patterns

Linear Fade

// age: 0 (birth) to 1 (death)
const alpha = 1 - age;

Fade In/Out

function fadeInOut(age: number, fadeInDuration = 0.1, fadeOutStart = 0.7): number {
  if (age < fadeInDuration) {
    return age / fadeInDuration;  // Fade in
  } else if (age > fadeOutStart) {
    return 1 - (age - fadeOutStart) / (1 - fadeOutStart);  // Fade out
  }
  return 1;  // Full opacity
}

Eased Fade

// Smooth fade out (ease-in)
const alpha = Math.pow(1 - age, 2);

// Quick fade then slow (ease-out)
const alpha = 1 - Math.pow(age, 2);

// S-curve (smoothstep)
const alpha = 1 - (age * age * (3 - 2 * age));

Blink/Flash

function blink(age: number, frequency: number): number {
  return (Math.sin(age * frequency * Math.PI * 2) + 1) * 0.5;
}

Size Over Life

// Grow then shrink
function sizeOverLife(age: number, maxSize: number): number {
  // Peak at 20% of life
  const peak = 0.2;
  if (age < peak) {
    return (age / peak) * maxSize;
  } else {
    return (1 - (age - peak) / (1 - peak)) * maxSize;
  }
}

// Pop in, slow shrink
function popShrink(age: number, maxSize: number): number {
  const popDuration = 0.05;
  if (age < popDuration) {
    return maxSize;  // Instant full size
  }
  return maxSize * (1 - (age - popDuration) / (1 - popDuration));
}

Color Over Life

// Gradient from start to end color
function colorOverLife(age: number, startColor: THREE.Color, endColor: THREE.Color): THREE.Color {
  return startColor.clone().lerp(endColor, age);
}

// Multi-stop gradient
function colorGradient(age: number, stops: Array<{ pos: number; color: THREE.Color }>): THREE.Color {
  // Find surrounding stops
  let lower = stops[0];
  let upper = stops[stops.length - 1];
  
  for (let i = 0; i < stops.length - 1; i++) {
    if (age >= stops[i].pos && age <= stops[i + 1].pos) {
      lower = stops[i];
      upper = stops[i + 1];
      break;
    }
  }
  
  const t = (age - lower.pos) / (upper.pos - lower.pos);
  return lower.color.clone().lerp(upper.color, t);
}

// Usage
const fireGradient = [
  { pos: 0, color: new THREE.Color('#ffffff') },
  { pos: 0.2, color: new THREE.Color('#ffff00') },
  { pos: 0.5, color: new THREE.Color('#ff6600') },
  { pos: 1, color: new THREE.Color('#330000') }
];

Trails

Position History Trail

class TrailParticle {
  positions: THREE.Vector3[] = [];
  maxLength: number;
  
  constructor(maxLength: number) {
    this.maxLength = maxLength;
  }
  
  update(newPosition: THREE.Vector3) {
    this.positions.unshift(newPosition.clone());
    
    if (this.positions.length > this.maxLength) {
      this.positions.pop();
    }
  }
  
  getTrailGeometry(): THREE.BufferGeometry {
    const geometry = new THREE.BufferGeometry();
    const positions = new Float32Array(this.positions.length * 3);
    const alphas = new Float32Array(this.positions.length);
    
    for (let i = 0; i < this.positions.length; i++) {
      positions[i * 3] = this.positions[i].x;
      positions[i * 3 + 1] = this.positions[i].y;
      positions[i * 3 + 2] = this.positions[i].z;
      
      alphas[i] = 1 - i / this.positions.length;
    }
    
    geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
    geometry.setAttribute('alpha', new THREE.BufferAttribute(alphas, 1));
    
    return geometry;
  }
}

GPU Trail (Shader-Based)

// Vertex shader with trail
attribute float aTrailIndex;  // 0 = head, 1 = tail
attribute vec3 aPrevPosition;
attribute vec3 aNextPosition;

uniform float uTrailLength;

varying float vTrailAlpha;

void main() {
  // Interpolate between positions based on trail index
  vec3 pos = mix(aNextPosition, aPrevPosition, aTrailIndex);
  
  // Alpha fades along trail
  vTrailAlpha = 1.0 - aTrailIndex;
  
  gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
  gl_PointSize = mix(10.0, 2.0, aTrailIndex);  // Size decreases along trail
}

Line Trail

function TrailLine({ points, color = '#ffffff' }) {
  const geometry = useMemo(() => {
    const geo = new THREE.BufferGeometry();
    const positions = new Float32Array(points.length * 3);
    
    points.forEach((p, i) => {
      positions[i * 3] = p.x;
      positions[i * 3 + 1] = p.y;
      positions[i * 3 + 2] = p.z;
    });
    
    geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
    return geo;
  }, [points]);
  
  return (
    <line geometry={geometry}>
      <lineBasicMaterial color={color} transparent opacity={0.5} />
    </line>
  );
}

State Machines

enum ParticleState {
  Spawning,
  Active,
  Dying,
  Dead
}

interface StatefulParticle extends Particle {
  state: ParticleState;
  stateTime: number;
}

function updateParticleState(p: StatefulParticle, delta: number) {
  p.stateTime += delta;
  
  switch (p.state) {
    case ParticleState.Spawning:
      // Fade in over 0.2 seconds
      if (p.stateTime >= 0.2) {
        p.state = ParticleState.Active;
        p.stateTime = 0;
      }
      break;
      
    case ParticleState.Active:
      p.life -= delta;
      if (p.life <= 0.5) {  // Start dying when 0.5s left
        p.state = ParticleState.Dying;
        p.stateTime = 0;
      }
      break;
      
    case ParticleState.Dying:
      p.life -= delta;
      if (p.life <= 0) {
        p.state = ParticleState.Dead;
        p.alive = false;
      }
      break;
  }
}

function getParticleAlpha(p: StatefulParticle): number {
  switch (p.state) {
    case ParticleState.Spawning:
      return p.stateTime / 0.2;
    case ParticleState.Active:
      return 1;
    case ParticleState.Dying:
      return p.life / 0.5;
    default:
      return 0;
  }
}

Sub-Emitters

Spawn particles from dying particles:

function updateWithSubEmitter(
  particles: Particle[],
  subEmitCount: number,
  subEmitFn: (parent: Particle) => Particle
) {
  const toEmit: Particle[] = [];
  
  for (const p of particles) {
    if (!p.alive) continue;
    
    p.life -= delta;
    
    if (p.life <= 0) {
      p.alive = false;
      
      // Spawn sub-particles
      for (let i = 0; i < subEmitCount; i++) {
        toEmit.push(subEmitFn(p));
      }
    }
  }
  
  // Add sub-particles to pool
  for (const sub of toEmit) {
    const dead = particles.find(p => !p.alive);
    if (dead) {
      Object.assign(dead, sub);
    }
  }
}

File Structure

particles-lifecycle/
├── SKILL.md
├── references/
│   ├── emission-patterns.md   # All emission shapes
│   └── easing-curves.md       # Fade/size curves
└── scripts/
    ├── emitters/
    │   ├── continuous.ts      # Continuous emission
    │   ├── burst.ts           # Burst emission
    │   └── shapes.ts          # Shape emitters
    ├── pool.ts                # Object pooling
    ├── trails.ts              # Trail implementations
    └── lifecycle.ts           # Fade, size, color curves

Reference

  • references/emission-patterns.md — All emission shape functions
  • references/easing-curves.md — Fade and size curve options

Related skills

FAQ

What emission patterns does particles-lifecycle support?

Continuous, burst, and shape-based emission from spheres, boxes, circles, and cones.

How does it avoid garbage collection?

It pre-allocates particles in an object pool and recycles dead ones instead of creating new objects.

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