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.
npx skills add Bbeierle12/Skill-MCP-Claude --skill particles-lifecyclegit clone --depth 1 https://github.com/Bbeierle12/Skill-MCP-ClaudeWrote 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.
[](https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/particles-lifecycle)<a href="https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/particles-lifecycle"><img src="https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/particles-lifecycle/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.
<a href="https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/particles-lifecycle"><img src="https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/particles-lifecycle.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00049 | $0.04106 |
| Opus 5.5 | $0.00020 | $0.01642 |
| Sonnet 5.5 | $0.00010 | $0.00821 |
| Haiku 4.5 | $0.00005 | $0.00411 |
Grade A, and why
particles-lifecycle scanned grade A with 0 findings 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 1mo 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.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 624 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Particle Lifecycle
Manage particle birth, life, death, and rebirth for continuous effects.
Quick Start
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
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
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;
}
What ships with it
1 file 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.
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.
- 1mo ago First seen · 624 lines · 49 tokens per session scan A f46e062bf5be
particles-lifecycle is a skill published in the GitHub repository Bbeierle12/Skill-MCP-Claude (9 stars, last pushed yesterday), licensed MIT. It adds 49 tokens to every session and 4,106 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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