Agent skill

Globe Particles

by nirholas in nirholas/three.ws

Create a globe-like 3D particle visualization with a dense luminous spherical core and thinner orbital ring or flattened disc.

Apache-2.0Auto-check passedGame Development

Install Globe Particles

skills CLI
$ npx skills add nirholas/three.ws --skill globe-particles -a claude-code

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

GitHub CLI
$ gh skill install nirholas/three.ws globe-particles --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/globe-particles .claude/skills/globe-particles && 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
globe-particles
GitHub stars
226
Used in
1 other repo
Token cost
~2.5k tokens
SKILL.md length
320 words
Files
9
Skills in repo
165
Repo updated
First seen
Licence
Apache-2.0

At a glance

Create a globe-like 3D particle visualization with a dense luminous spherical core and thinner orbital ring or flattened disc.

  • A design needs a premium planetary
  • SKILL.md covers Scope, Visual Target, HTML And CSS and Particle Shader, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Synthesized data-globe effect rendered with real WebGL/Three.js particles

What it does

Globe Particles is an agent skill from nirholas/three.ws. Create a globe-like 3D particle visualization with a dense luminous spherical core and thinner orbital ring or flattened disc. Use when a design needs a premium planetary, orbital, synthesized data-globe effect rendered with real WebGL/Three.js particles, not generic starfields or full page layout changes.

Its SKILL.md is about 2.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 10 other files (for example `demo/PROMPT.md` and `demo/source.json`).

It sits in Game Development, covering 3D graphics and WebGL. It works with Three.js. 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

  • A design needs a premium planetary
  • Synthesized data-globe effect rendered with real WebGL/Three.js particles
  • Not generic starfields
  • Full page layout changes

Example prompts

  • “/globe-particles”

What it can do on your machine

Read from SKILL.md and the folder at commit 238ef60. 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

    No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript, html and css).

    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

Globe Particles loads about 2.5k tokens when it runs. Until then it costs about 81 tokens; SKILL.md has 320 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~81
When it runs · the whole SKILL.md, loaded when a task matches
~2.5k

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 238ef60, republished under its Apache-2.0 licence (© nirholas). 320 words, ~2,472 tokens.

Download SKILL.mdSave it as .claude/skills/globe-particles/SKILL.md (or your agent's skills folder). This skill also uses 8 other files; get the full folder from GitHub.
name
globe-particles
description
Create a globe-like 3D particle visualization with a dense luminous spherical core and thinner orbital ring or flattened disc. Use when a design needs a premium planetary, orbital, synthesized data-globe effect rendered with real WebGL/Three.js particles, not generic starfields or full page layout changes.

Globe Particles

Scope

  • Apply only to a globe-like 3D particle visualization.
  • Do not change full page layout, copy, or unrelated motion systems.
  • Use for planetary, orbital, infrastructure, or synthesized data-globe effects.
  • Keep the core neutral or white-hot and derive ring/glow accents from the design's primary color.

Visual Target

  • Dense spherical core of luminous points.
  • Thinner outer orbital ring or flattened disc around the sphere.
  • Clear globe silhouette with tilt, depth, and layered particle density.
  • Dark atmospheric background, restrained glow, clean structure, and subtle sci-fi depth.
  • Premium and cinematic, not playful or noisy.

HTML And CSS

html
<div class="globe-particles-shell">
  <canvas class="globe-particles-canvas" data-globe-particles></canvas>
</div>
css
.globe-particles-shell {
  position: relative;
  width: min(100%, 760px);
  aspect-ratio: 1 / 1;
}

.globe-particles-canvas {
  position: absolute;
  inset: 0;
  width: 100%;
  height: 100%;
  display: block;
  pointer-events: none;
}

Particle Shader

Use circular shader points so particles stay crisp and luminous.

js
const globeParticleVertex = `
attribute float a_size;
attribute float a_layer;

uniform float u_time;
uniform float u_pointSize;

varying float v_layer;
varying float v_depth;
varying float v_falloff;

void main() {
  vec3 pos = position;
  float breathe = 1.0 + sin(u_time * 0.65 + a_layer * 4.0) * 0.012;
  pos *= breathe;

  vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
  gl_PointSize = u_pointSize * a_size * (1.0 / max(0.18, -mvPosition.z));
  gl_Position = projectionMatrix * mvPosition;

  v_layer = a_layer;
  v_depth = smoothstep(-1.8, 1.8, pos.z);
  v_falloff = smoothstep(2.45, 0.25, length(pos));
}
`;

const globeParticleFragment = `
precision highp float;

uniform vec3 u_coreColor;
uniform vec3 u_accentColor;

varying float v_layer;
varying float v_depth;
varying float v_falloff;

void main() {
  vec2 uv = gl_PointCoord - 0.5;
  float d = length(uv);
  float alpha = smoothstep(0.5, 0.0, d);
  alpha *= alpha;

  vec3 color = mix(u_coreColor, u_accentColor, smoothstep(0.35, 1.0, v_layer));
  color += vec3(1.0) * v_depth * 0.08;
  color = mix(color * 0.42, color, clamp(v_falloff + v_layer * 0.28, 0.0, 1.0));
  alpha *= mix(0.52, 1.0, clamp(v_falloff + v_layer * 0.24, 0.0, 1.0));

  gl_FragColor = vec4(color, alpha);
}
`;

Three.js Recipe

js
import * as THREE from "three";

function hexToRgb01(hex) {
  const clean = hex.replace("#", "").trim();
  const value = clean.length === 3
    ? clean.split("").map((char) => char + char).join("")
    : clean;

  return new THREE.Color(
    parseInt(value.slice(0, 2), 16) / 255,
    parseInt(value.slice(2, 4), 16) / 255,
    parseInt(value.slice(4, 6), 16) / 255
  );
}

function buildGlobeParticleGeometry(options = {}) {
  const sphereCount = options.sphereCount || 2600;
  const ringCount = options.ringCount || 1300;
  const radius = options.radius || 1.35;
  const ringRadius = options.ringRadius || 2.05;
  const ringThickness = options.ringThickness || 0.12;
  const total = sphereCount + ringCount;

  const positions = new Float32Array(total * 3);
  const sizes = new Float32Array(total);
  const layers = new Float32Array(total);

  for (let i = 0; i < sphereCount; i++) {
    const z = Math.random() * 2 - 1;
    const theta = Math.random() * Math.PI * 2;
    const r = radius * (0.58 + Math.pow(Math.random(), 0.42) * 0.42);
    const root = Math.sqrt(1 - z * z);
    const index = i * 3;

    positions[index] = Math.cos(theta) * root * r;
    positions[index + 1] = Math.sin(theta) * root * r;
    positions[index + 2] = z * r;
    sizes[i] = 0.72 + Math.random() * 0.72;
    layers[i] = Math.random() * 0.28;
  }

  for (let i = 0; i < ringCount; i++) {
    const pointIndex = sphereCount + i;
    const angle = Math.random() * Math.PI * 2;
    const r = ringRadius + (Math.random() - 0.5) * ringThickness;
    const y = (Math.random() - 0.5) * ringThickness * 0.58;
    const index = pointIndex * 3;

    positions[index] = Math.cos(angle) * r;
    positions[index + 1] = y;
    positions[index + 2] = Math.sin(angle) * r;
    sizes[pointIndex] = 0.62 + Math.random() * 0.58;
    layers[pointIndex] = 0.72 + Math.random() * 0.28;
  }

  const geometry = new THREE.BufferGeometry();
  geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
  geometry.setAttribute("a_size", new THREE.BufferAttribute(sizes, 1));
  geometry.setAttribute("a_layer", new THREE.BufferAttribute(layers, 1));
  return geometry;
}

function initGlobeParticles(canvas, options = {}) {
  if (!canvas) return () => {};

  const renderer = new THREE.WebGLRenderer({
    canvas,
    antialias: true,
    alpha: true,
  });
  renderer.setClearColor(0x000000, 0);
  renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, options.maxDpr || 1.6));
  renderer.outputColorSpace = THREE.SRGBColorSpace;

  const scene = new THREE.Scene();
  const camera = new THREE.PerspectiveCamera(38, 1, 0.1, 100);
  camera.position.set(0, 0, options.cameraDistance || 5.6);

  const accent = options.accentColor
    ? new THREE.Color(options.accentColor)
    : hexToRgb01(getComputedStyle(document.documentElement).getPropertyValue("--brand-accent").trim() || "#8b5cf6");

  const geometry = buildGlobeParticleGeometry(options);
  const material = new THREE.ShaderMaterial({
    vertexShader: globeParticleVertex,
    fragmentShader: globeParticleFragment,
    transparent: true,
    depthWrite: false,
    blending: THREE.AdditiveBlending,
    uniforms: {
      u_time: { value: 0 },
      u_pointSize: { value: options.pointSize || 18 },
      u_coreColor: { value: new THREE.Color(options.coreColor || 0xf8fafc) },
      u_accentColor: { value: accent },
    },
  });

  const particles = new THREE.Points(geometry, material);
  particles.rotation.x = options.tiltX ?? -0.42;
  particles.rotation.z = options.tiltZ ?? 0.22;
  scene.add(particles);

  const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
  const pointer = new THREE.Vector2(0, 0);
  let rafId = 0;

  function resize() {
    const width = Math.max(1, canvas.clientWidth);
    const height = Math.max(1, canvas.clientHeight);
    renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, options.maxDpr || 1.6));
    renderer.setSize(width, height, false);
    camera.aspect = width / height;
    camera.updateProjectionMatrix();
  }

  function handlePointerMove(event) {
    const rect = canvas.getBoundingClientRect();
    pointer.x = ((event.clientX - rect.left) / rect.width - 0.5) * 2;
    pointer.y = ((event.clientY - rect.top) / rect.height - 0.5) * 2;
  }

  function render(time = 0) {
    const t = time * 0.001;
    material.uniforms.u_time.value = t;

    const mouseStrength = options.mouseStrength ?? 0.08;
    const breath = reduceMotion ? 0 : Math.sin(t * 0.55) * 0.045;
    particles.rotation.y = t * (options.rotationSpeed || 0.12);
    particles.rotation.x = (options.tiltX ?? -0.42) + pointer.y * mouseStrength;
    particles.rotation.z = (options.tiltZ ?? 0.22) + pointer.x * mouseStrength;
    particles.scale.setScalar(1 + breath);

    renderer.render(scene, camera);
    if (!reduceMotion) rafId = requestAnimationFrame(render);
  }

  function handleResize() {
    cancelAnimationFrame(rafId);
    resize();
    render();
  }

  resize();
  render();
  window.addEventListener("resize", handleResize);
  window.addEventListener("pointermove", handlePointerMove);

  return () => {
    cancelAnimationFrame(rafId);
    window.removeEventListener("resize", handleResize);
    window.removeEventListener("pointermove", handlePointerMove);
    geometry.dispose();
    material.dispose();
    renderer.dispose();
  };
}

const cleanupGlobe = initGlobeParticles(document.querySelector("[data-globe-particles]"), {
  sphereCount: 2600,
  ringCount: 1300,
  accentColor: "#8b5cf6",
  radius: 1.35,
  ringRadius: 2.05,
  rotationSpeed: 0.12,
  mouseStrength: 0.08,
});

Tuning Knobs

  • Density: tune sphereCount and ringCount separately.
  • Scale: tune radius, ringRadius, ringThickness, and cameraDistance.
  • Color: keep coreColor neutral; derive accentColor from the brand primary.
  • Motion: tune rotationSpeed, tiltX, tiltZ, mouseStrength, and breathing amplitude.
  • Glow: tune pointSize, additive blending, and particle count so the shape stays crisp.
  • Performance: lower particle counts or cap maxDpr before changing the visual structure.

Taste Rules

  • The silhouette must read as a globe, not a loose starfield.
  • The ring should feel orbital and tilted, not like a flat decorative underline.
  • Use restrained glow; let density and depth create the premium feel.
  • Keep mouse response gentle so the object drifts rather than swings.
  • Put the globe over a dark background or inside a dark atmospheric shell.

Avoid

  • Generic starfield noise with no spherical structure.
  • Oversized particles or bloom that destroys the globe silhouette.
  • Hardcoded accent colors when the design has a clear primary color.
  • Wild cursor interaction or fast spinning.
  • Dense fog that turns the object into a blurry blob.

Quick Checks

  • Sphere and ring are distinct particle populations.
  • Core reads mostly neutral or white-hot.
  • Accent color appears on ring, highlights, or glow.
  • Tilt reveals the ring and globe depth.
  • Reduced motion renders a still or near-still object.
  • Geometry, material, renderer, listeners, and RAF are cleaned up.

© 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 8 other files in third_party/designcode-agent-skills/agent-skills/web-design/globe-particles of nirholas/three.ws.

  • SKILL.md
  • demo/PROMPT.md
  • demo/assets/page-01-fa51902b-c2a4-4c33-a96e-a8f1ef67edc6-1600w.jpg
  • demo/assets/page-02-4f5668c5-fc4a-44e0-bc5e-a664189d3c31-1600w.jpg
  • demo/assets/page-03-2f563338-39fa-47ea-9761-658d4f3f84db-1600w.jpg
  • demo/assets/source-preview.jpg
  • demo/index.html
  • demo/preview.jpg
  • demo/source.json

Open the folder on GitHubat commit 238ef60

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

Globe Particles 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.

Globe Particles compared with similar skills
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Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0
Threejs World Generationcalesthio/OpenMontage65k—~2kAutomated safety check: PassAGPL-3.0

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Works with

Questions about Globe Particles

What does Globe Particles do?

Create a globe-like 3D particle visualization with a dense luminous spherical core and thinner orbital ring or flattened disc. ws. Create a globe-like 3D particle visualization with a dense luminous spherical core and thinner orbital ring or flattened disc.

When should I use Globe Particles?

Globe Particles fits situations like: A design needs a premium planetary; synthesized data-globe effect rendered with real WebGL/Three.js particles; not generic starfields; full page layout changes.

How do I install Globe Particles in Claude Code?

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

How do I install Globe Particles in Codex?

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

Can I use Globe Particles 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 globe-particles -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/globe-particles, .gemini/skills/globe-particles, .github/skills/globe-particles and .opencode/skills/globe-particles in your project.

What does Globe Particles need to run?

SKILL.md names no scripts, command-line tools or credentials: Globe Particles is instructions for the agent only.

Does Globe Particles 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 Globe Particles 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 Globe Particles use?

Globe Particles 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 Globe Particles use?

About 2.5k tokens (SKILL.md is roughly 9.9k 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 Globe Particles?

Skills that share tags, products or a category with Globe Particles: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Globe Particles?

nirholas (a GitHub user) maintains it in nirholas/three.ws, which has 226 GitHub stars. The repository holds 165 skills in this directory. The repository was last updated on October 7, 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.