home / skills / bbeierle12 / skill-mcp-claude / particles-lifecycle

particles-lifecycle skill

/skills/particles-lifecycle

This skill helps you manage particle birth, life, and death with emission, pooling, trails, and color/size changes for memory-efficient effects.

npx playbooks add skill bbeierle12/skill-mcp-claude --skill particles-lifecycle

Review the files below or copy the command above to add this skill to your agents.

Files (2)
SKILL.md
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---
name: particles-lifecycle
description: Particle lifecycle management—emission/spawning, death conditions, object pooling, trails, fade-in/out, and state transitions. Use when particles need birth/death cycles, continuous emission, trail effects, or memory-efficient recycling.
---

# Particle Lifecycle

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

## Quick Start

```tsx
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

```tsx
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

```tsx
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

```tsx
// 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:

```tsx
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)

```tsx
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

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

### Fade In/Out

```tsx
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

```tsx
// 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

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

## Size Over Life

```tsx
// 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

```tsx
// 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

```tsx
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)

```glsl
// 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

```tsx
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

```tsx
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:

```tsx
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

Overview

This skill implements particle lifecycle management for JavaScript-based renderers, covering emission/spawning, death conditions, object pooling, trails, fade in/out and state-driven transitions. It provides both CPU and GPU-friendly patterns so you can build continuous emitters, bursts, shaped emission, trails, and memory-efficient pools for high-performance effects.

How this skill works

The code models each particle with position, velocity, life and alive state, updating them each frame and computing an age factor for fades and size/color curves. Emitters (continuous, burst, shape, cone) reuse dead particles via pools or GPU buffers to avoid allocations. Trails, sub-emitters and state machines add spawn/dying behavior and per-state fades.

When to use it

  • Continuous effects like smoke, rain, or fire where new particles must spawn steadily.
  • Burst or explosion effects that spawn many particles at once.
  • Memory-sensitive applications where object pooling prevents GC spikes.
  • Trail effects that require position history or shader-based trails.
  • Complex behaviors where particles have spawn, active, dying, and dead states.

Best practices

  • Pre-allocate particle objects or GPU buffers to avoid runtime allocations.
  • Use an accumulator-based continuous emitter to keep spawn rate stable across variable frame delta.
  • Choose GPU pools for very large counts and CPU pools for fine-grained per-particle logic.
  • Drive fades, size and color with normalized age (0..1) and reuse easing curves for consistent look.
  • Use state machines to separate spawn/die logic and make alpha/behavior decisions deterministic.

Example use cases

  • A fountain that continuously emits droplets from a circular edge with gravity and fade-out.
  • An explosion that uses a burst emitter then spawns smaller debris via sub-emitters on death.
  • A racing game trail system storing recent positions per particle and rendering a line strip.
  • Fire or smoke that blends color over life using a multi-stop gradient and eased fades.
  • A large snowfall using a GPU particle pool for thousands of particles with minimal CPU cost.

FAQ

How do I avoid running out of particles?

Pre-allocate a pool sized for peak demand and fall back gracefully when the pool is exhausted (skip spawns or reuse oldest live particle).

When should I use GPU pools instead of CPU objects?

Use GPU pools for very large counts or when per-particle logic can be expressed in shaders. Use CPU pools when particles need complex per-frame JS logic or hierarchical state machines.