Agent skill

Build Interactive Particle Trail

by nirholas in nirholas/three.ws

Build a cursor or touch particle interaction that emits by distance along the traveled segment into a recycled GPU point pool, with optional keyboard-triggered bursts.

Apache-2.0Auto-check passedFrontend & Design

Install Build Interactive Particle Trail

skills CLI
$ npx skills add nirholas/three.ws --skill build-interactive-particle-trail -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install nirholas/three.ws build-interactive-particle-trail --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .claude/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail .claude/skills/build-interactive-particle-trail && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
build-interactive-particle-trail
GitHub stars
227
Used in
1 other repo
Token cost
~1.5k tokens
SKILL.md length
718 words
Files
8
Skills in repo
92
Repo updated
First seen
Licence
Apache-2.0

At a glance

Build a cursor or touch particle interaction that emits by distance along the traveled segment into a recycled GPU point pool, with optional keyboard-triggered bursts.

  • Interactive particle trails
  • SKILL.md covers Resolve the interaction plane, Emit by distance, Recycle a GPU pool and Reuse the pool for bursts, plus 3 more sections
  • Runs JavaScript scripts from its folder
  • Pollen lifted from a surface

What it does

Build Interactive Particle Trail is an agent skill from nirholas/three.ws. Build a cursor or touch particle interaction that emits by distance along the traveled segment into a recycled GPU point pool, with optional keyboard-triggered bursts. Use for interactive particle trails, pollen lifted from a surface, dust disturbed by a pointer, hover particle bursts, and discrete motes whose spacing must stay consistent at different gesture speeds.

Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 10 other files (for example `agents/openai.yaml`, `demo/PROMPT.md` and `demo/assets/three.min.js`).

It sits in Frontend & Design. The repository describes itself as: Open-source platform for 3D AI agents. Turn text or a photo into a rigged, animated GLB avatar, give it an LLM brain, memory and a wallet, and embed it anywhere with one web… The licence is Apache-2.0.

When your agent uses it

  • Interactive particle trails
  • Pollen lifted from a surface
  • Dust disturbed by a pointer
  • Hover particle bursts

Example prompts

  • “/build-interactive-particle-trail”

Requirements

  • Node.js

What it can do on your machine

Read from SKILL.md and the folder at commit ddf6e49. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships script files (JavaScript), which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Build Interactive Particle Trail loads about 1.5k tokens when it runs. Until then it costs about 101 tokens; SKILL.md has 718 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~101
When it runs · the whole SKILL.md, loaded when a task matches
~1.5k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from nirholas/three.ws at commit ddf6e49, republished under its Apache-2.0 licence (© nirholas). 718 words, ~1,509 tokens.

Download SKILL.mdSave it as .claude/skills/build-interactive-particle-trail/SKILL.md (or your agent's skills folder). This skill also uses 7 other files; get the full folder from GitHub.
name
build-interactive-particle-trail
description
Build a cursor or touch particle interaction that emits by distance along the traveled segment into a recycled GPU point pool, with optional keyboard-triggered bursts. Use for interactive particle trails, pollen lifted from a surface, dust disturbed by a pointer, hover particle bursts, and discrete motes whose spacing must stay consistent at different gesture speeds.

Build an Interactive Particle Trail

Emit discrete motes per unit of pointer travel, spread them across the entire segment, and recycle a fixed GPU pool. Reach for ambient-section-particles when particles are primarily autonomous atmosphere; reach for add-shader-cursor-trail when the output should be a continuous fluid or shader ribbon. Use this Skill when individual grains must react to the gesture.

Extracted from inner-green-3d.html, where a pointer had to lift pollen off a procedural moss root without a fast sweep leaving gaps or a resting cursor pumping a bright clump.

Resolve the interaction plane

Convert the pointer into normalized device coordinates, raycast from the camera, and intersect one stable plane near the visual surface. Reuse that hit for all interaction systems.

Reset the previous hit when the pointer leaves or the ray misses. Otherwise re-entry draws a long diagonal from the stale exit point.

For a curved visible surface, either intersect the real collider or place the response plane just in front of it. Do not raycast every decorative blade or particle.

Emit by distance

Spacing, not time, is the mechanism:

js
const distance = current.distanceTo(previous);
const count = Math.min(14, Math.floor(distance / 7));

for (let i = 1; i <= count; i++) {
  point.lerpVectors(previous, current, i / count);
  spawn(point);
}

if (count) {
  previous.copy(current);
  idle = 0;
} else if ((idle += dt) > 0.055) {
  spawn(current);       // a resting hand trickles; it does not pump
  idle = 0;
}

A timer emitter leaves dots behind a fast flick and piles them under a resting hand. Segment interpolation fixes both. Cap each frame at 14 emissions so a tab resume or teleport cannot exhaust the pool in one burst.

Use these landed defaults:

parameterdefaultfailure prevented
path spacing7 px/world unitswider gaps read as samples, tighter gaps become a ribbon
per-frame cap14 motesteleports overwrite the whole pool
idle interval55 msno idle emission feels dead; faster becomes a hotspot
pool size620enough overlap for a 1.6 s trail without unbounded allocation
lifetime1.6 sshorter trails break; longer trails cloud the content
random size0.50–1.15identical points read as a stippled brush
DPR cap2fill cost spikes on dense displays

Recycle a GPU pool

Allocate typed arrays once for origin, velocity, birth time, and random seed. Advance a ring head on spawn:

js
const index = head;
head = (head + 1) % POOL_SIZE;

origins.set([x, y, z], index * 3);
velocities.set([vx, vy, vz], index * 3);
birth[index] = elapsed;
random.set([size, phase], index * 2);
dirty = true;

Mark dynamic attributes for upload only after respawns. Animate flight in the vertex shader from age = uTime - aBirth; do not integrate 620 particles on the CPU:

glsl
float age = uTime - aBirth;
float u = age / uLife;
vec3 p = position + aVelocity * age * (1.0 - 0.34 * u)
       + vec3(sin(aRandom.y * 6.283 + age * 2.6) * 22.0 * u,
              46.0 * age,
              0.0);
vAlpha = smoothstep(0.0, 0.09, u)
       * (1.0 - smoothstep(0.40, 1.0, u));

Cull dead points in the vertex shader by setting size to zero and moving them outside clip space. Render the pool as one THREE.Points draw call with a prebuilt soft radial texture, additive blending, and depthWrite: false.

Reuse the pool for bursts

Map a button or focused control to the same interaction plane and call spawn 40–60 times with a 2.5× spread. One pool keeps visual language, budget, and cleanup shared.

Expose a real Release pollen button with visible focus and an aria-live confirmation. Do not make pointer movement the only way to see or trigger the effect.

Show full SKILL.md (266 more words)Show less

Respect motion and lifecycle

  • Under prefers-reduced-motion: reduce, do not advance particle age. Seed a designed curved trail and let the burst button replace it with a denser still composition.
  • Clamp dt to 1/30 s and reset time after resume.
  • Pause on document.hidden and while the section is offscreen.
  • Size from ResizeObserver, guard zero viewports, and cap DPR at 2.
  • Use Pointer Events so pen and touch can participate when the surface supports it; avoid hover-only instructions.
  • On teardown, cancel the frame, disconnect observers, remove listeners, and dispose point geometry, material, sprite texture, and renderer.

State the cost honestly

The per-particle flight math is not the main cost; additive point overdraw and attribute uploads are. Keep sprites small, keep the pool fixed, upload only when the ring changes, and reduce lifetime before raising the pool. Measure GPU frame time and upload cost on a dense display before claiming the shader path is faster.

Verify

  • Compare a slow crawl and fast flick over the same path; spacing remains approximately equal.
  • Stop moving; confirm a trickle rather than a growing opaque clump.
  • Leave and re-enter; confirm no diagonal bridge from the stale point.
  • Trigger the keyboard burst and confirm it reuses the same pool.
  • Test repeated bursts; pool length stays 620 and memory stays flat.
  • Test 390×844, 1440×900, touch/pen, and fast resize.
  • Test ?reduced=1: composed still, no aging, live burst button.
  • Hide/show and leave/re-enter the viewport; confirm no time jump.
  • Tab through controls, confirm visible focus and live announcements.
  • Confirm a clean console at both sizes.

Use demo/index.html as the working proof and demo/PROMPT.md to recreate or remix it.

© nirholas, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 7 other files in third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail of nirholas/three.ws.

  • SKILL.md
  • agents/openai.yaml
  • demo/PROMPT.md
  • demo/assets/card-ethos.jpg
  • demo/assets/lexend-latin.woff2
  • demo/assets/three.min.js
  • demo/index.html
  • demo/preview.jpg

Open the folder on GitHubat commit ddf6e49

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in nirholas/three.ws, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Build Interactive Particle Trail next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Build Interactive Particle Trail compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Build Interactive Particle Trail this skillnirholas/three.ws2271 repos~1.5kAutomated safety check: PassApache-2.0
Web Artifacts Builderanthropics/skills180k41 repos~769Automated safety check: PassApache-2.0
React Doctormakeplane/plane61k12 repos~657Automated safety check: PassAGPL-3.0
Impeccablebestofjs/bestofjs3.1k27 repos~2.6kAutomated safety check: PassMIT
Figma Design System Builderwarpdotdev/warp65k2 repos~4.4kAutomated safety check: PassAGPL-3.0
Web Interface Guidelines Reviewervercel-labs/openreview1.7k98 repos~308Automated safety check: PassNone

Similar skills

  • Web Artifacts Builder

    anthropics/skills

    Official

    Builds multi-component claude.ai HTML artifacts as a small React, TypeScript and Tailwind project, then bundles it into one shareable HTML file.

    180k GitHub starsUsed in 41 repos~769 tokens
    Frontend & DesignAuto-check passed
  • React Doctor

    makeplane/plane

    Scans React code for lint, accessibility, bundle size and architecture issues, reports a health score and checks that changes do not lower it.

    61k GitHub starsUsed in 12 repos~657 tokens
    Frontend & DesignAuto-check passed
  • Impeccable

    bestofjs/bestofjs

    A skill your agent uses when the user wants to design, redesign, shape, critique, audit, polish, clarify, distill, harden, optimize, adapt, animate, colorize, extract, or otherwise improve a…

    3.1k GitHub starsUsed in 27 repos~2.6k tokens
    Frontend & DesignAuto-check passed
  • Builds or updates a design system in Figma from a codebase in ordered phases: discovery, variables and tokens, components, theming and documentation, with checkpoints.

    65k GitHub starsUsed in 2 repos~4.4k tokens
    Frontend & DesignAuto-check passed
  • Web Interface Guidelines Reviewer

    vercel-labs/openreview

    Official

    Review UI code for Web Interface Guidelines compliance. Use when asked to "review my UI", "check accessibility", "audit design", "review UX", or "check my…

    1.7k GitHub starsUsed in 98 repos~308 tokens
    Frontend & DesignAuto-check passed
  • Tailwindcss Development

    anonaddy/anonaddy

    Always invoke when the user's message includes 'tailwind' in any form.

    4.9k GitHub starsUsed in 10 repos~865 tokens
    Frontend & DesignAuto-check passed

More from nirholas/three.ws

All 92 skills in this repo
  • Add Shader Cursor Trail

    nirholas/three.ws

    Add the Shaders WebGPU mouse effect used for the Tidal Commons hero: a white twinkling halftone cursor trail driven by ChromaFlow, masked through a DotGrid, finished with chromatic ripples and film…

    227 GitHub starsUsed in 1 repo~760 tokens
    Auto-check passed
  • Publish Project To GitHub

    nirholas/three.ws

    Package a finished local project into an intentional GitHub repository, create a strong README and visual preview, push it safely, configure a public GitHub Pages URL when the project is compatible…

    227 GitHub starsUsed in 1 repo~2.2k tokens
    Auto-check: notes
  • Audit a website or digital experience against its supplied source references for originality and plagiarism risk.

    227 GitHub starsUsed in 1 repo~1.8k tokens
    Auto-check passed
  • Turn a completed daily UI inspiration capture into exactly five original landing-page builds, one per separate Codex task, using Sites.

    227 GitHub starsUsed in 1 repo~1.9k tokens
    Auto-check passed
  • Write Like Meng On X

    nirholas/three.ws

    Write, rewrite, review, or continuously refine X/Twitter posts in Meng To's current voice using his deduplicated authored-post corpus, personal and product context, shared resources, and Content…

    227 GitHub starsUsed in 1 repo~2k tokens
    Auto-check passed
  • Browser Video Recording

    nirholas/three.ws

    Create polished 60 fps 4:3 4K browser screen-recording style videos from Codex in-app browser captures, with browser-only crop, natural macOS cursor styling, deliberate click choreography…

    227 GitHub starsUsed in 1 repo~1.5k tokens
    Auto-check passed

Questions about Build Interactive Particle Trail

What does Build Interactive Particle Trail do?

Build a cursor or touch particle interaction that emits by distance along the traveled segment into a recycled GPU point pool, with optional keyboard-triggered bursts. ws. Build a cursor or touch particle interaction that emits by distance along the traveled segment into a recycled GPU point pool, with optional keyboard-triggered bursts.

When should I use Build Interactive Particle Trail?

Build Interactive Particle Trail fits situations like: interactive particle trails; pollen lifted from a surface; dust disturbed by a pointer; hover particle bursts.

How do I install Build Interactive Particle Trail in Claude Code?

Run `npx skills add nirholas/three.ws --skill build-interactive-particle-trail -a claude-code`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail in nirholas/three.ws) into .claude/skills/build-interactive-particle-trail in your project. Claude Code loads it when a task matches its description.

How do I install Build Interactive Particle Trail in Codex?

Run `npx skills add nirholas/three.ws --skill build-interactive-particle-trail -a codex`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail in nirholas/three.ws) into .agents/skills/build-interactive-particle-trail in your project. Codex loads it when a task matches its description.

Can I use Build Interactive Particle Trail in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add nirholas/three.ws --skill build-interactive-particle-trail -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/build-interactive-particle-trail, .gemini/skills/build-interactive-particle-trail, .github/skills/build-interactive-particle-trail and .opencode/skills/build-interactive-particle-trail in your project.

What does Build Interactive Particle Trail need to run?

Going by SKILL.md and its folder, Build Interactive Particle Trail needs JavaScript for the scripts in its folder. Our summary lists: Node.js.

Does Build Interactive Particle Trail access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Build Interactive Particle Trail safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Build Interactive Particle Trail use?

Build Interactive Particle Trail is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Build Interactive Particle Trail use?

About 1.5k tokens (SKILL.md is roughly 6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Build Interactive Particle Trail?

Skills that share tags, products or a category with Build Interactive Particle Trail: Web Artifacts Builder (anthropics/skills, 180k stars), React Doctor (makeplane/plane, 61k stars), Impeccable (bestofjs/bestofjs, 3.1k stars) and Figma Design System Builder (warpdotdev/warp, 65k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Build Interactive Particle Trail?

nirholas (a GitHub user) maintains it in nirholas/three.ws, which has 227 GitHub stars. The repository holds 92 skills in this directory. The repository was last updated on October 8, 2026.

Source: nirholas/three.ws on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.