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Build Interactive Particle Trail

CommunityPopular
MengTo
build-interactive-particle-trail

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.

Overview

PublisherMengTo
RepositorySkills
Skill namebuild-interactive-particle-trail
Stars
6.7K
Forks
790
Bundled files
7
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 7 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by MengTo on GitHub. Read the source before you install it.

Installation

Install the Build Interactive Particle Trail AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/MengTo/Skills/tree/main/agent-skills/web-design/build-interactive-particle-trail
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/MengTo/Skills.git /tmp/Skills
mkdir -p .claude/skills
cp -r /tmp/Skills/agent-skills/web-design/build-interactive-particle-trail .claude/skills/build-interactive-particle-trail
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Build Interactive Particle Trail in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Build Interactive Particle Trail on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Build Interactive Particle Trail is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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.

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.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Build Interactive Particle Trail AI skill 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. 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.

Why use Build Interactive Particle Trail on TypingMind?

Because you install it once and use it with any model. Build Interactive Particle Trail is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Build Interactive Particle Trail in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/MengTo/Skills/tree/main/agent-skills/web-design/build-interactive-particle-trail. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Build Interactive Particle Trail?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Build Interactive Particle Trail?

As many as you like. As long as a model supports skills, you can use Build Interactive Particle Trail with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Build Interactive Particle Trail AI skill free?

Yes. It is published on GitHub by MengTo under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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