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Particles Router

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

particles-router is a Claude router skill that classifies a particle effect and points to the gpu, physics, and lifecycle particle skills to combine.

About

This skill is a decision framework that routes particle-system tasks to three specialized particle skills (gpu, physics, lifecycle) based on the effect type and scale. It classifies a request by signal words, scores confidence, and recommends which skills to combine, with recipes for effects like snow, fire, explosions, and confetti. A developer uses it when starting a particle effect and needing to pick the right techniques.

  • Routes to particles-gpu, particles-physics, and particles-lifecycle
  • Signal-matching and confidence scoring per request
  • Effect recipes and particle-count selection guidelines

Particles Router by the numbers

  • 61 all-time installs (skills.sh)
  • Ranked #144 of 247 Game Development skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
At a glance

particles-router capabilities & compatibility

Capabilities
particles lifecycle · postfx router
From the docs

What particles-router says it does

Decision framework for particle system projects. Routes to specialized particle skills (gpu, physics, lifecycle) based on task requirements.
SKILL.md
Routes to 3 specialized particle system skills based on task requirements.
SKILL.md
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill particles-router

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Listed on Skillselion
Installs61
repo stars8
Last updatedAugust 4, 2026
Repositorybbeierle12/skill-mcp-claude

What it does

Decide which particle skills (gpu, physics, lifecycle) to combine for a given particle effect based on effect type, scale, and signal words.

Who is it for?

Choosing which particle techniques to combine for an effect

Skip if: Actually implementing a single well-defined particle effect (use the target skill directly)

When should I use this skill?

Building particle effects and unsure which particle techniques to combine

What you get

A recommended set of particle skills matched to the effect and scale

By the numbers

  • Routes to 3 specialized skills
  • Particle-count selection table with 5 count tiers

Files

SKILL.mdMarkdownGitHub ↗

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

Related skills

FAQ

What does particles-router route to?

Three specialized skills: particles-gpu for rendering, particles-physics for motion, and particles-lifecycle for spawning.

How many skills do most effects need?

Most particle systems need two to three of the specialized skills combined.

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