
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)
particles-router capabilities & compatibility
- Capabilities
- particles lifecycle · postfx router
What particles-router says it does
Decision framework for particle system projects. Routes to specialized particle skills (gpu, physics, lifecycle) based on task requirements.
Routes to 3 specialized particle system skills based on task requirements.
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| Installs | 61 |
|---|---|
| repo stars | ★ 8 |
| Last updated | August 4, 2026 |
| Repository | bbeierle12/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
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 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:
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 outWiring: 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, recyclingWiring: 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 + shrinkWiring: 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 lifeWiring: 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 managementWiring: 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 lengthWiring: 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 deathWiring: 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 renderingparticles-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 skillsEffect 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
{
"name": "particles-router",
"description": "Decision framework for particle system projects. Routes to specialized particle skills (gpu, physics, lifecycle) based on task requirements. Use when building particle effects or needing guidance on which particle techniques to combine.",
"tags": [
"3d",
"routing"
],
"sub_skills": [],
"source": "claude-user",
"type": "router",
"depends_on": [
"particles-gpu",
"particles-physics",
"particles-lifecycle"
],
"enhances": [
"shader-noise",
"shader-effects"
],
"last_reviewed_at": null,
"review_score": null,
"relevance_tier": null
}
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.