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particles-router

粒子系统项目的决策框架。根据任务需求,提供通往专门的粒子技能(GPU、物理、生命周期)的路径。在构建粒子效果或需要指导如何组合粒子技术时使用。

person作者: jakexiaohubgithub

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 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 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-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

| 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