particle-system

particle-system is a skill for Claude Code from 2233admin/design-pipeline. It costs 100 tokens per session (3,246 once invoked), scanned A, a copy of particle-system, MIT.

A guide to simulating many small moving elements, called particles, with rules for their position, speed, forces, and lifetime.

In plain words
What is it for?
Use it to build confetti, sparks, snow, rain, smoke, connected-dot backgrounds, swirling flow fields, and large point-cloud effects in canvas or Three.js.
Why use it?
It gives developers a way to create organic motion and visual effects from simple repeated elements.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the webgl-animation-skills plugin — 3 skills shipped together

Good fit Use it to build confetti, sparks, snow, rain, smoke, connected-dot backgrounds, swirling flow fields, and large point-cloud effects in canvas or Three.js.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/2233admin/design-pipeline/particle-system
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add 2233admin/design-pipeline --skill particle-system
Clone the repo
git clone --depth 1 https://github.com/2233admin/design-pipeline

Made for: Claude Code.

Or install webgl-animation-skills, the plugin that ships this one along with the rest of its 3 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for particle-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/2233admin/design-pipeline/particle-system/github.svg)](https://agentmods.dev/skills/2233admin/design-pipeline/particle-system)
Your own site
<a href="https://agentmods.dev/skills/2233admin/design-pipeline/particle-system"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/particle-system/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for particle-system

Your own site · 80×15
<a href="https://agentmods.dev/skills/2233admin/design-pipeline/particle-system"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/particle-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 100 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,246 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 1 finding. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00100 $0.03246
Opus 5 $0.00050 $0.01623
Sonnet 5 $0.00020 $0.00649
Haiku 4.5 $0.00010 $0.00325

Measured 7d ago against content hash 0cb2c5559bef, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

particle-system scanned grade A with 1 finding against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 7d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Makes network callslowCapability

Not a fault in itself. Listed so you know the mod talks to something, and to what.

description: This skill should be used when the user asks to "build a particle system", "make confetti/snow/smoke/sparks", "create a connected-dot/constellation network background", "add a flow-field or curl-noise partic
Origin

This is a copy

100% identical to particle-system — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skill/references/iart-motion-skills/upstream/webgl-animation-skills/skills/particle-system/SKILL.md · 230 lines

How it starts

The opening of the file, as written. The whole thing — 230 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Particle System

Drive many small elements with simple per-particle rules to get emergent, organic motion. Use 2D canvas for hundreds, GPU Points for thousands.

When to use

  • Particle/constellation backgrounds and ambient motion.
  • Celebratory bursts: confetti, sparks. Weather: snow, rain. Volumetric: smoke.
  • Flow-field / curl-noise swirls and data-driven point clouds.
  • Connected-dot networks (lines between nearby particles).

Core loop: integrate per particle

Each particle holds state and is advanced every frame: accumulate forces into acceleration, integrate velocity and position, age it, respawn when dead. Scale by dt for frame-rate independence.

class Particle {
  constructor() { this.reset(); }
  reset() {
    this.x = Math.random() * W; this.y = Math.random() * H;
    this.vx = 0; this.vy = 0;
    this.life = 1; this.size = 1 + Math.random() * 2;
  }
  step(dt, forces) {
    let ax = 0, ay = 0;
    for (const f of forces) { const [fx, fy] = f(this); ax += fx; ay += fy; }
    this.vx += ax * dt; this.vy += ay * dt;
    this.vx *= 0.99; this.vy *= 0.99;            // drag
    this.x += this.vx * dt; this.y += this.vy * dt;
    this.life -= dt * 0.2;
    if (this.life <= 0) this.reset();
  }
}

Prefer semi-implicit Euler (update velocity first, then position with the new velocity, as above) — it is stable for the spring/drag forces particles use. Use a fixed or clamped dt (Math.min(dt, 1/30)) so a stalled tab does not explode the simulation.

Forces

A force is a function returning an acceleration [fx, fy]. Compose a list.

const gravity = () => [0, 400];                  // constant downward
const drag = (p) => [-p.vx * 0.5, -p.vy * 0.5];  // proportional resistance
function attract(tx, ty, strength) {             // pull toward a point (e.g. mouse)
  return (p) => {
    const dx = tx - p.x, dy = ty - p.y;
    const d2 = dx*dx + dy*dy + 100;              // +100 softens the singularity
    const f = strength / d2;
    return [dx * f, dy * f];
  };
}

Repulsion is attract with negative strength. Springs toward a home position give "settle back" effects.

Read the full file on GitHub · 230 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 7d ago First seen · 230 lines · 100 tokens per session scan A 0cb2c5559bef

Subscribe to this mod's changes

particle-system is a skill published in the GitHub repository 2233admin/design-pipeline (9 stars, last pushed 8d ago), licensed MIT. It adds 100 tokens to every session and 3,246 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 1 finding (makes network calls). It is 100% identical to particle-system, differing in 0 lines, and is treated as a copy.

Related

Other skills, from other repositories

design

Use when the user wants the visual/experiential design of a product done systematically — a design system, a screen, a landing page, or a visual identity — grounded in researched real-world prior art and free of AI slop. Establishes/extends the design system, invokes the matching local taste skill, dispatches the…

jeremylongshore/tons-of-skills-marketplace · 126 tokens

ss-motion

Apply a named StyleSeed motion to a component — either one of the 5 personality seeds (Spring/Silk/Snap/Float/Pulse × entrance/exit/hover/press/layout) or a distinctive keyword move from the motion library (toggle-flip, toggle-curtain, reveal-blur, pop-in, shimmer, …). Translates vibe words into framer-motion code…

bitjaru/styleseed · 85 tokens

designlang-tokens

Use when styling UI for cal.com — references the extracted design system tokens instead of inventing colors, spacing, or typography.

Manavarya09/design-extract · 30 tokens

ss-verify

The VISUAL gate — render a UI or visual artifact through its surface adapter, inspect the actual pixels, then fix and re-render until it passes the composed StyleSeed rule set.

bitjaru/styleseed · 40 tokens

ss-studio

Turn a product brief and optional references into three distinct creative directions, a human-selected StyleSeed interaction plan, generated image/video asset jobs, a working UI prototype, and a verified prototype-first showcase reel. Use for client concepts, app interaction exploration, trendy but coherent UI…

bitjaru/styleseed · 75 tokens

ss-component

Generate a new UI component following the StyleSeed design conventions.

bitjaru/styleseed · 14 tokens