Web Artifacts Builder
anthropics/skills
Builds multi-component claude.ai HTML artifacts as a small React, TypeScript and Tailwind project, then bundles it into one shareable HTML file.
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.
$ npx skills add nirholas/three.ws --skill build-interactive-particle-trail -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install nirholas/three.ws build-interactive-particle-trail --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "build-interactive-particle-trail" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail into .claude/skills/build-interactive-particle-trail/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-interactive-particle-trail", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trailType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add nirholas/three.ws --skill build-interactive-particle-trail -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install nirholas/three.ws build-interactive-particle-trail --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .agents/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail .agents/skills/build-interactive-particle-trail && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "build-interactive-particle-trail" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail into .agents/skills/build-interactive-particle-trail/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-interactive-particle-trail", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add nirholas/three.ws --skill build-interactive-particle-trail -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install nirholas/three.ws build-interactive-particle-trail --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail .cursor/skills/build-interactive-particle-trail && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "build-interactive-particle-trail" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail into .cursor/skills/build-interactive-particle-trail/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-interactive-particle-trail", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/nirholas/three.ws.git --path third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add nirholas/three.ws --skill build-interactive-particle-trail -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install nirholas/three.ws build-interactive-particle-trail --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail .gemini/skills/build-interactive-particle-trail && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "build-interactive-particle-trail" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail into .gemini/skills/build-interactive-particle-trail/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-interactive-particle-trail", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install nirholas/three.ws build-interactive-particle-trailInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add nirholas/three.ws --skill build-interactive-particle-trail -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .github/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail .github/skills/build-interactive-particle-trail && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "build-interactive-particle-trail" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail into .github/skills/build-interactive-particle-trail/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-interactive-particle-trail", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add nirholas/three.ws --skill build-interactive-particle-trail -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install nirholas/three.ws build-interactive-particle-trail --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail .opencode/skills/build-interactive-particle-trail && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "build-interactive-particle-trail" agent skill from https://github.com/nirholas/three.ws/tree/main/third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail into .opencode/skills/build-interactive-particle-trail/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-interactive-particle-trail", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
build-interactive-particle-trailBuild 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.
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.
Read from SKILL.md and the folder at commit ddf6e49. It shows what the files ask for, not the result of running them.
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.
Ships script files (JavaScript), which the agent can run.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
The full file from nirholas/three.ws at commit ddf6e49, republished under its Apache-2.0 licence (© nirholas). 718 words, ~1,509 tokens.
.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.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.
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.
Spacing, not time, is the mechanism:
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:
| parameter | default | failure prevented |
|---|---|---|
| path spacing | 7 px/world units | wider gaps read as samples, tighter gaps become a ribbon |
| per-frame cap | 14 motes | teleports overwrite the whole pool |
| idle interval | 55 ms | no idle emission feels dead; faster becomes a hotspot |
| pool size | 620 | enough overlap for a 1.6 s trail without unbounded allocation |
| lifetime | 1.6 s | shorter trails break; longer trails cloud the content |
| random size | 0.50–1.15 | identical points read as a stippled brush |
| DPR cap | 2 | fill cost spikes on dense displays |
Allocate typed arrays once for origin, velocity, birth time, and random seed. Advance a ring head on spawn:
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:
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.
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.
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.dt to 1/30 s and reset time after resume.document.hidden and while the section is offscreen.ResizeObserver, guard zero viewports, and cap DPR at 2.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.
?reduced=1: composed still, no aging, live burst button.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
SKILL.md and 7 other files in third_party/designcode-agent-skills/agent-skills/web-design/build-interactive-particle-trail of nirholas/three.ws.
Open the folder on GitHubat commit ddf6e49
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.
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Build Interactive Particle Trail this skillnirholas/three.ws | 227 | 1 repos | ~1.5k | Automated safety check: Pass | Apache-2.0 | |
| Web Artifacts Builderanthropics/skills | 180k | 41 repos | ~769 | Automated safety check: Pass | Apache-2.0 | |
| React Doctormakeplane/plane | 61k | 12 repos | ~657 | Automated safety check: Pass | AGPL-3.0 | |
| Impeccablebestofjs/bestofjs | 3.1k | 27 repos | ~2.6k | Automated safety check: Pass | MIT | |
| Figma Design System Builderwarpdotdev/warp | 65k | 2 repos | ~4.4k | Automated safety check: Pass | AGPL-3.0 | |
| Web Interface Guidelines Reviewervercel-labs/openreview | 1.7k | 98 repos | ~308 | Automated safety check: Pass | None |
anthropics/skills
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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.
bestofjs/bestofjs
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vercel-labs/openreview
Review UI code for Web Interface Guidelines compliance. Use when asked to "review my UI", "check accessibility", "audit design", "review UX", or "check my…
anonaddy/anonaddy
Always invoke when the user's message includes 'tailwind' in any form.
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…
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…
nirholas/three.ws
Audit a website or digital experience against its supplied source references for originality and plagiarism risk.
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Categories
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.
Build Interactive Particle Trail fits situations like: interactive particle trails; pollen lifted from a surface; dust disturbed by a pointer; hover particle bursts.
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.
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.
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.
Going by SKILL.md and its folder, Build Interactive Particle Trail needs JavaScript for the scripts in its folder. Our summary lists: Node.js.
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.
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.
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.
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.
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.
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.