
Particles Gpu
This is your go-to for rendering massive particle counts without tanking performance. It covers the full spectrum from simple Points geometry with bufferAttributes (good for 10k-500k particles) up to custom shaders with per-particle attributes like color, size, and velocity for when you need millions of particles or fine-grained control. The examples are practical: spherical distributions, textured sprites, animated systems with velocity and phase offsets. If you're building star fields, weather effects, or abstract visualizations, the shader approach with attributes is where the real power is. The comparison table between Points, instanced meshes, and custom shaders saves you from guessing which technique fits your particle count.
- skills.sh installs
- 171
- GitHub stars
- 9
- last updated
- Aug 21, 2026
Install
$ npx -y skills add bbeierle12/skill-mcp-claude --skill particles-gpu --agent claude-codeInstalls into .claude/skills of the current project.
Files
GPU Particles
Render massive particle counts (10k-1M+) efficiently using GPU instancing and custom shaders.
Quick Start
import { useRef, useMemo } from 'react';
import { useFrame } from '@react-three/fiber';
import * as THREE from 'three';
function Particles({ count = 10000 }) {
const points = useRef<THREE.Points>(null!);
const positions = useMemo(() => {
const pos = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
pos[i * 3] = (Math.random() - 0.5) * 10;
pos[i * 3 + 1] = (Math.random() - 0.5) * 10;
pos[i * 3 + 2] = (Math.random() - 0.5) * 10;
}
return pos;
}, [count]);
return (
<points ref={points}>
<bufferGeometry>
<bufferAttribute
attach="attributes-position"
count={count}
array={positions}
itemSize={3}
/>
</bufferGeometry>
<pointsMaterial size={0.05} color="#ffffff" />
</points>
);
}
Rendering Approaches
Sponsors
Details
- Repository
- github.com/bbeierle12/skill-mcp-claude
- Category
- AI & Agent Building
- First seen
- Jun 3, 2026