Particle System
Drive many small elements with simple per-particle rules to get emergent, organic motion. Use 2D canvas for hundreds, GPU Points for thousands.
When to use
- Particle/constellation backgrounds and ambient motion.
- Celebratory bursts: confetti, sparks. Weather: snow, rain. Volumetric: smoke.
- Flow-field / curl-noise swirls and data-driven point clouds.
- Connected-dot networks (lines between nearby particles).
Core loop: integrate per particle
Each particle holds state and is advanced every frame: accumulate forces into acceleration, integrate velocity and position, age it, respawn when dead. Scale by dt for frame-rate independence.
jsclass Particle { constructor() { this.reset(); } reset() { this.x = Math.random() * W; this.y = Math.random() * H; this.vx = 0; this.vy = 0; this.life = 1; this.size = 1 + Math.random() * 2; } step(dt, forces) { let ax = 0, ay = 0; for (const f of forces) { const [fx, fy] = f(this); ax += fx; ay += fy; } this.vx += ax * dt; this.vy += ay * dt; this.vx *= 0.99; this.vy *= 0.99; // drag this.x += this.vx * dt; this.y += this.vy * dt; this.life -= dt * 0.2; if (this.life <= 0) this.reset(); } }
Prefer semi-implicit Euler (update velocity first, then position with the new velocity, as above) — it is stable for the spring/drag forces particles use. Use a fixed or clamped dt (Math.min(dt, 1/30)) so a stalled tab does not explode the simulation.
Forces
A force is a function returning an acceleration [fx, fy]. Compose a list.
jsconst gravity = () => [0, 400]; // constant downward const drag = (p) => [-p.vx * 0.5, -p.vy * 0.5]; // proportional resistance function attract(tx, ty, strength) { // pull toward a point (e.g. mouse) return (p) => { const dx = tx - p.x, dy = ty - p.y; const d2 = dx*dx + dy*dy + 100; // +100 softens the singularity const f = strength / d2; return [dx * f, dy * f]; }; }
Repulsion is attract with negative strength. Springs toward a home position give "settle back" effects.
Flow fields / curl noise (organic swirl)
Sample a noise field to derive a velocity direction per particle. Use the noise value as an angle:
js// `noise2D` from a library (e.g. simplex-noise's createNoise2D), range -1..1 function flowField(noise2D, scale = 0.002, speed = 60) { return (p) => { const angle = noise2D(p.x * scale, p.y * scale) * Math.PI * 2; return [Math.cos(angle) * speed - p.vx, Math.sin(angle) * speed - p.vy]; }; }
True curl noise is divergence-free (no sources/sinks → fluid-like). Compute the curl of a potential by finite differences:
jsfunction curl(noise2D, x, y, eps = 1e-2) { const n1 = noise2D(x, y + eps), n2 = noise2D(x, y - eps); const n3 = noise2D(x + eps, y), n4 = noise2D(x - eps, y); return [ (n1 - n2) / (2*eps), -(n3 - n4) / (2*eps) ]; // (dN/dy, -dN/dx) }
Add time to the noise input (noise2D(x*scale, y*scale + t)) to make the field evolve.
Emission: burst vs continuous
- Burst (confetti, sparks): spawn N particles at once at a point with randomized angle/speed within a cone, then let gravity + drag take over. No respawn — remove when dead.
- Continuous (snow, smoke): spawn a steady rate; respawn dead particles at the top/source.
Randomize within a range for natural spread: angle = base + (Math.random()-0.5)*spread; speed = min + Math.random()*(max-min).
jsfunction burst(x, y, n = 120) { const out = []; for (let i = 0; i < n; i++) { const a = Math.random() * Math.PI * 2; const s = 200 + Math.random() * 400; out.push({ x, y, vx: Math.cos(a)*s, vy: Math.sin(a)*s - 200, // upward bias life: 1, size: 4 + Math.random()*4, color: `hsl(${Math.random()*360},90%,60%)`, rot: Math.random()*6.28, vr: (Math.random()-0.5)*10 }); } return out; }
Confetti reads as confetti because of rotation + flat rectangles + gravity + air drag, not round dots. Snow reads as snow from slow fall + gentle horizontal sine sway + size-varied depth.
Connected-dot network without O(n²)
Naively checking every pair is O(n²) and dies past ~300 particles. Use a uniform spatial grid: bin particles by cell, only compare against the 8 neighboring cells.
jsfunction connect(ctx, parts, radius) { const cell = radius, cols = Math.ceil(W / cell); const grid = new Map(); const key = (cx, cy) => cx + cy * cols; for (const p of parts) { const cx = (p.x / cell) | 0, cy = (p.y / cell) | 0; (grid.get(key(cx, cy)) ?? grid.set(key(cx, cy), []).get(key(cx, cy))).push(p); } for (const p of parts) { const cx = (p.x / cell) | 0, cy = (p.y / cell) | 0; for (let oy = -1; oy <= 1; oy++) for (let ox = -1; ox <= 1; ox++) { const bucket = grid.get(key(cx+ox, cy+oy)); if (!bucket) continue; for (const q of bucket) { if (q === p) continue; const dx = p.x - q.x, dy = p.y - q.y, d = Math.hypot(dx, dy); if (d < radius) { ctx.globalAlpha = 1 - d / radius; // fade line with distance ctx.beginPath(); ctx.moveTo(p.x, p.y); ctx.lineTo(q.x, q.y); ctx.stroke(); } } } } ctx.globalAlpha = 1; }
This is O(n) for evenly distributed particles. Each pair is found twice; halve work by only checking forward neighbors if needed.
GPU particles: Three.js Points + shader
For thousands+, push all positions into a BufferGeometry and render as Points. Animate in the vertex shader for true GPU scale.
jsconst N = 50000; const pos = new Float32Array(N * 3); for (let i = 0; i < N * 3; i++) pos[i] = (Math.random() - 0.5) * 20; const geo = new THREE.BufferGeometry(); geo.setAttribute('position', new THREE.BufferAttribute(pos, 3)); const mat = new THREE.ShaderMaterial({ uniforms: { u_time: { value: 0 }, u_size: { value: 6 } }, transparent: true, depthWrite: false, blending: THREE.AdditiveBlending, vertexShader: ` uniform float u_time, u_size; void main(){ vec3 p = position; p.y += sin(u_time + position.x) * 0.5; // animate on GPU vec4 mv = modelViewMatrix * vec4(p, 1.0); gl_PointSize = u_size * (10.0 / -mv.z); // perspective size gl_Position = projectionMatrix * mv; }`, fragmentShader: ` void main(){ float d = length(gl_PointCoord - 0.5); if (d > 0.5) discard; // round, soft points gl_FragColor = vec4(1.0, 0.8, 0.4, smoothstep(0.5, 0.0, d)); }`, }); scene.add(new THREE.Points(geo, mat)); // loop: mat.uniforms.u_time.value = clock.getElapsedTime();
AdditiveBlending + depthWrite: false gives the glowing-particle look. discard on gl_PointCoord distance makes square points round. For per-particle data (life, seed), add custom attributes and read them in the shader.
Deliver & verify (standalone HTML)
Packaged helper (
scripts/):scripts/seek-shot.sh anim.html 0 1.5 3freezes the?t=Nharness and screenshots each moment;scripts/contact-sheet.sh sheet.png frame-*.pngtiles them for one-glance review. Seescripts/README.md.
For a self-contained particle effect (constellation background, confetti burst, flow field, GPU points) the deliverable is one HTML file that opens directly in a browser — canvas 2D inline, or Three.js from a CDN via an importmap for GPU Points, one render loop, no build step. A single file is the right tier; don't reach for a bundler when one file does the job.
Output contract:
- One
.html: for canvas, the simulation + 2D draw loop in one inline<script>; for GPU points, importmap pinsthreeto a CDN with thePointssetup inline. - Drive the sim from one accumulated
time(sum of clampeddt, orclock.getElapsedTime()/u_timefor GPU). NoDate.now()scattered per particle. - Seed the RNG — replace bare
Math.random()with a seeded PRNG (e.g. mulberry32) so spawn positions, angles, and bursts reproduce frame-for-frame.
Seek/freeze harness — advance to a fixed time, render ONE frame for screenshots. ?t=N re-seeds, steps the sim deterministically to N seconds with a fixed timestep, renders once, and stops the loop.
html<script> let rng = mulberry32(1234); // fixed seed → reproducible const particles = spawn(() => rng()); function render() { /* draw particles to canvas / renderer.render(...) */ } const t = new URLSearchParams(location.search).get("t"); if (t !== null) { const step = 1 / 60, end = parseFloat(t); for (let s = 0; s < end; s += step) update(step); // fixed-step to t render(); // one frozen frame window.__ready = true; } else { let prev = performance.now(); (function loop(now){ update(Math.min((now-prev)/1000, 1/30)); prev = now; render(); requestAnimationFrame(loop); })(prev); } </script>
Verify loop — render → freeze → screenshot → check: open at three instants — start, mid, settle (?t=0, ?t=<mid>, ?t=<end>; for a burst, t≈0 spawn / t≈0.5 spread / t≈1.5 settle) — screenshot each, and check both fidelity (matches the brief) and artifacts: a blank canvas = parse/init error (check the console), particles escaping the frame (clamp/wrap missing), NaN positions (everything vanishes), all particles bunched at the origin (RNG not wired). For GPU points, WebGL needs a GPU context; Playwright/Chromium supplies one (swiftshader) headless.
bashnpx playwright screenshot --wait-for-timeout=600 "file://$PWD/particles.html?t=1.0" frame-mid.png
Before you finish:
- Canvas renders particles — not blank, no console/WebGL errors, no CDN 404s.
?t=Nfreezes a reproducible frame (seeded RNG + fixed timestep → same N → same pixels).- Screenshotted at start / mid / settle — matches the brief, no escaped/NaN/origin-bunched particles.
- Disposed and leak-free if embedded in an SPA (cancel the rAF loop; for GPU, dispose geometry/material/renderer).
prefers-reduced-motionhonored — fewer particles or a static field where motion is decorative.
Quick reference
| Effect | Recipe |
|---|---|
| Confetti | burst + gravity + drag + rotating rects |
| Snow | continuous top spawn + slow fall + sine sway |
| Smoke | continuous + upward + grow size + fade alpha |
| Sparks | short-life burst + additive + fast fade |
| Flow field | noise angle → velocity, evolve with time |
| Curl noise | curl of noise potential (divergence-free) |
| Constellation | spatial grid, link within radius, fade by distance |
| 1000s+ | Three.js Points + ShaderMaterial, animate in vertex shader |
Reference files
references/particle-recipes.md— Complete canvas confetti, snow, and smoke systems; mouse attraction/repulsion; full simplex flow-field and curl-noise field with a rendered streaming look; the spatial-grid connected-dot background end to end; and a GPUPointssystem with per-particle life/seed attributes, additive glow, and respawn in the shader.


