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.
| 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 |
When multiple signals present, resolve by priority:
particles-gpu firstparticles-physicsparticles-lifecycleparticles-gpu β Buffer setup, shader rendering
particles-physics β Gravity, basic motion
particles-lifecycle β Emission, fade out
Wiring: GPU provides rendering foundation, lifecycle handles spawning/death, physics adds motion.
particles-gpu β Points with texture
particles-physics β Gravity, wind, turbulence
particles-lifecycle β Continuous emission, recycling
Wiring: Lifecycle emits continuously, physics handles falling + drift, GPU renders efficiently.
particles-gpu β Instanced or points rendering
particles-physics β Radial velocity, drag
particles-lifecycle β Burst emission, fade + shrink
Wiring: Lifecycle bursts particles, physics applies outward force + slowdown, GPU handles scale.
particles-gpu β Custom shader with noise
particles-physics β Upward force, turbulence
particles-lifecycle β Continuous emit, color gradient, size over life
Wiring: Lifecycle manages color/size curves, physics adds flicker motion, GPU renders with blend modes.
particles-gpu β Instanced mesh (if 3D shapes)
particles-physics β Attractors, flow fields, separation
particles-lifecycle β (Optional) Population management
Wiring: Physics dominates with behavioral forces, GPU handles rendering.
particles-gpu β Points with glow shader
particles-physics β Follow path, slight randomness
particles-lifecycle β Trail history, fade along length
Wiring: Lifecycle stores position history, GPU renders with alpha gradient.
particles-gpu β Instanced flat planes
particles-physics β Gravity, tumbling rotation, air resistance
particles-lifecycle β Burst emission, ground collision death
Wiring: Physics handles realistic falling, lifecycle manages burst and cleanup.
| 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 |
| 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 |
particles-gpu (rendering foundation)
βββ particles-physics (motion layer)
βββ particles-lifecycle (management layer)
particles-gpu is always needed for renderingparticles-physics and particles-lifecycle are independent but complementaryparticles-gpu optimizationparticles-physicsparticles-lifecycleUser Request
β
βΌ
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β Rendering particles? βββYesβββΆ particles-gpu (always)
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β
βΌ
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β Movement/forces needed? βββYesβββΆ + particles-physics
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β
βΌ
βββββββββββββββββββββββββββ
β Birth/death/emission? βββYesβββΆ + particles-lifecycle
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β
βΌ
Most effects need all 3 skills
| 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 |
| 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 |
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