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particles-physics — how to use particles-physics how to use particles-physics, particles-physics alternative, particles-physics vs ThreeJS, particles-physics install, particles-physics setup guide, 3D N-body simulation tutorial

v1.0.0
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About this Skill

Perfect for AI Agents needing advanced 3D particle simulation capabilities for dynamic visualizations. particles-physics is a 3D simulation technology that applies forces, fields, and constraints to create dynamic particle motion using ThreeJS.

Features

Applies gravity and velocity using the `useFrame` function
Updates particle positions using `positions` and `velocities` arrays
Utilizes ThreeJS for 3D rendering and simulation
Supports multi-camera functionality for enhanced visualization
Enables the creation of custom forces and fields using JavaScript

# Core Topics

tanepiper tanepiper
[25]
[2]
Updated: 2/19/2026

Quality Score

Top 5%
35
Excellent
Based on code quality & docs
Installation
SYS Universal Install (Auto-Detect)
Cursor IDE Windsurf IDE VS Code IDE
> npx killer-skills add tanepiper/teskooano/particles-physics

Agent Capability Analysis

The particles-physics MCP Server by tanepiper is an open-source Categories.community integration for Claude and other AI agents, enabling seamless task automation and capability expansion. Optimized for how to use particles-physics, particles-physics alternative, particles-physics vs ThreeJS.

Ideal Agent Persona

Perfect for AI Agents needing advanced 3D particle simulation capabilities for dynamic visualizations.

Core Value

Empowers agents to create complex particle motion by applying forces, fields, and constraints using ThreeJS, enabling the generation of realistic 3D N-body simulations with multi-camera support.

Capabilities Granted for particles-physics MCP Server

Simulating dynamic particle systems for data visualization
Generating 3D animations with realistic physics
Debugging complex particle motion scenarios

! Prerequisites & Limits

  • Requires ThreeJS library
  • Multi-camera support may have performance implications
  • Limited to 3D N-body simulations
Project
SKILL.md
14.1 KB
.cursorrules
1.2 KB
package.json
240 B
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SKILL.md
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Particle Physics

Apply forces, fields, and constraints to create dynamic particle motion.

Quick Start

tsx
1// Simple gravity + velocity 2useFrame((_, delta) => { 3 for (let i = 0; i < count; i++) { 4 // Apply gravity 5 velocities[i * 3 + 1] -= 9.8 * delta; 6 7 // Update position 8 positions[i * 3] += velocities[i * 3] * delta; 9 positions[i * 3 + 1] += velocities[i * 3 + 1] * delta; 10 positions[i * 3 + 2] += velocities[i * 3 + 2] * delta; 11 } 12 geometry.attributes.position.needsUpdate = true; 13});

Force Types

Gravity (Constant Force)

tsx
1function applyGravity( 2 velocities: Float32Array, 3 count: number, 4 gravity: THREE.Vector3, 5 delta: number, 6) { 7 for (let i = 0; i < count; i++) { 8 velocities[i * 3] += gravity.x * delta; 9 velocities[i * 3 + 1] += gravity.y * delta; 10 velocities[i * 3 + 2] += gravity.z * delta; 11 } 12} 13 14// Usage 15const gravity = new THREE.Vector3(0, -9.8, 0); 16applyGravity(velocities, count, gravity, delta);

Wind (Directional + Noise)

tsx
1function applyWind( 2 velocities: Float32Array, 3 positions: Float32Array, 4 count: number, 5 direction: THREE.Vector3, 6 strength: number, 7 turbulence: number, 8 time: number, 9 delta: number, 10) { 11 for (let i = 0; i < count; i++) { 12 const x = positions[i * 3]; 13 const y = positions[i * 3 + 1]; 14 const z = positions[i * 3 + 2]; 15 16 // Base wind 17 let wx = direction.x * strength; 18 let wy = direction.y * strength; 19 let wz = direction.z * strength; 20 21 // Add turbulence (using simple noise approximation) 22 const noise = Math.sin(x * 0.5 + time) * Math.cos(z * 0.5 + time); 23 wx += noise * turbulence; 24 wy += Math.sin(y * 0.3 + time * 1.3) * turbulence * 0.5; 25 wz += Math.cos(x * 0.4 + time * 0.7) * turbulence; 26 27 velocities[i * 3] += wx * delta; 28 velocities[i * 3 + 1] += wy * delta; 29 velocities[i * 3 + 2] += wz * delta; 30 } 31}

Drag (Velocity Damping)

tsx
1function applyDrag( 2 velocities: Float32Array, 3 count: number, 4 drag: number, // 0-1, higher = more drag 5 delta: number, 6) { 7 const factor = 1 - drag * delta; 8 9 for (let i = 0; i < count; i++) { 10 velocities[i * 3] *= factor; 11 velocities[i * 3 + 1] *= factor; 12 velocities[i * 3 + 2] *= factor; 13 } 14} 15 16// Quadratic drag (more realistic) 17function applyQuadraticDrag( 18 velocities: Float32Array, 19 count: number, 20 coefficient: number, 21 delta: number, 22) { 23 for (let i = 0; i < count; i++) { 24 const vx = velocities[i * 3]; 25 const vy = velocities[i * 3 + 1]; 26 const vz = velocities[i * 3 + 2]; 27 28 const speed = Math.sqrt(vx * vx + vy * vy + vz * vz); 29 if (speed > 0) { 30 const dragForce = coefficient * speed * speed; 31 const factor = Math.max(0, 1 - (dragForce * delta) / speed); 32 33 velocities[i * 3] *= factor; 34 velocities[i * 3 + 1] *= factor; 35 velocities[i * 3 + 2] *= factor; 36 } 37 } 38}

Attractors & Repulsors

Point Attractor

tsx
1function applyAttractor( 2 velocities: Float32Array, 3 positions: Float32Array, 4 count: number, 5 attractorPos: THREE.Vector3, 6 strength: number, // Positive = attract, negative = repel 7 delta: number, 8) { 9 for (let i = 0; i < count; i++) { 10 const dx = attractorPos.x - positions[i * 3]; 11 const dy = attractorPos.y - positions[i * 3 + 1]; 12 const dz = attractorPos.z - positions[i * 3 + 2]; 13 14 const distSq = dx * dx + dy * dy + dz * dz; 15 const dist = Math.sqrt(distSq); 16 17 if (dist > 0.1) { 18 // Avoid division by zero 19 // Inverse square falloff 20 const force = strength / distSq; 21 22 velocities[i * 3] += (dx / dist) * force * delta; 23 velocities[i * 3 + 1] += (dy / dist) * force * delta; 24 velocities[i * 3 + 2] += (dz / dist) * force * delta; 25 } 26 } 27}

Orbit Attractor

tsx
1function applyOrbitAttractor( 2 velocities: Float32Array, 3 positions: Float32Array, 4 count: number, 5 center: THREE.Vector3, 6 orbitStrength: number, 7 pullStrength: number, 8 delta: number, 9) { 10 for (let i = 0; i < count; i++) { 11 const dx = positions[i * 3] - center.x; 12 const dy = positions[i * 3 + 1] - center.y; 13 const dz = positions[i * 3 + 2] - center.z; 14 15 const dist = Math.sqrt(dx * dx + dy * dy + dz * dz); 16 17 if (dist > 0.1) { 18 // Tangential force (orbit) 19 const tx = -dz / dist; 20 const tz = dx / dist; 21 22 velocities[i * 3] += tx * orbitStrength * delta; 23 velocities[i * 3 + 2] += tz * orbitStrength * delta; 24 25 // Radial force (pull toward center) 26 velocities[i * 3] -= (dx / dist) * pullStrength * delta; 27 velocities[i * 3 + 1] -= (dy / dist) * pullStrength * delta; 28 velocities[i * 3 + 2] -= (dz / dist) * pullStrength * delta; 29 } 30 } 31}

Multiple Attractors

tsx
1interface Attractor { 2 position: THREE.Vector3; 3 strength: number; 4 radius: number; // Influence radius 5} 6 7function applyAttractors( 8 velocities: Float32Array, 9 positions: Float32Array, 10 count: number, 11 attractors: Attractor[], 12 delta: number, 13) { 14 for (let i = 0; i < count; i++) { 15 const px = positions[i * 3]; 16 const py = positions[i * 3 + 1]; 17 const pz = positions[i * 3 + 2]; 18 19 for (const attractor of attractors) { 20 const dx = attractor.position.x - px; 21 const dy = attractor.position.y - py; 22 const dz = attractor.position.z - pz; 23 24 const dist = Math.sqrt(dx * dx + dy * dy + dz * dz); 25 26 if (dist > 0.1 && dist < attractor.radius) { 27 // Smooth falloff within radius 28 const falloff = 1 - dist / attractor.radius; 29 const force = attractor.strength * falloff * falloff; 30 31 velocities[i * 3] += (dx / dist) * force * delta; 32 velocities[i * 3 + 1] += (dy / dist) * force * delta; 33 velocities[i * 3 + 2] += (dz / dist) * force * delta; 34 } 35 } 36 } 37}

Velocity Fields

Curl Noise Field

tsx
1// In shader (GPU) 2vec3 curlNoise(vec3 p) { 3 const float e = 0.1; 4 5 vec3 dx = vec3(e, 0.0, 0.0); 6 vec3 dy = vec3(0.0, e, 0.0); 7 vec3 dz = vec3(0.0, 0.0, e); 8 9 float n1 = snoise(p + dy) - snoise(p - dy); 10 float n2 = snoise(p + dz) - snoise(p - dz); 11 float n3 = snoise(p + dx) - snoise(p - dx); 12 float n4 = snoise(p + dz) - snoise(p - dz); 13 float n5 = snoise(p + dx) - snoise(p - dx); 14 float n6 = snoise(p + dy) - snoise(p - dy); 15 16 return normalize(vec3(n1 - n2, n3 - n4, n5 - n6)); 17} 18 19// Usage in vertex shader 20vec3 velocity = curlNoise(position * 0.5 + uTime * 0.1); 21position += velocity * delta;

Flow Field (2D/3D Grid)

tsx
1class FlowField { 2 private field: THREE.Vector3[]; 3 private resolution: number; 4 private size: number; 5 6 constructor(resolution: number, size: number) { 7 this.resolution = resolution; 8 this.size = size; 9 this.field = []; 10 11 for (let i = 0; i < resolution ** 3; i++) { 12 this.field.push(new THREE.Vector3()); 13 } 14 } 15 16 // Generate field from noise 17 generate(time: number, scale: number) { 18 for (let x = 0; x < this.resolution; x++) { 19 for (let y = 0; y < this.resolution; y++) { 20 for (let z = 0; z < this.resolution; z++) { 21 const index = 22 x + y * this.resolution + z * this.resolution * this.resolution; 23 24 // Use noise to generate flow direction 25 const wx = (x / this.resolution) * scale; 26 const wy = (y / this.resolution) * scale; 27 const wz = (z / this.resolution) * scale; 28 29 const angle1 = noise3D(wx, wy, wz + time) * Math.PI * 2; 30 const angle2 = noise3D(wx + 100, wy, wz + time) * Math.PI * 2; 31 32 this.field[index].set( 33 Math.cos(angle1) * Math.cos(angle2), 34 Math.sin(angle2), 35 Math.sin(angle1) * Math.cos(angle2), 36 ); 37 } 38 } 39 } 40 } 41 42 // Sample field at position 43 sample(position: THREE.Vector3): THREE.Vector3 { 44 const halfSize = this.size / 2; 45 46 const x = Math.floor( 47 ((position.x + halfSize) / this.size) * this.resolution, 48 ); 49 const y = Math.floor( 50 ((position.y + halfSize) / this.size) * this.resolution, 51 ); 52 const z = Math.floor( 53 ((position.z + halfSize) / this.size) * this.resolution, 54 ); 55 56 const cx = Math.max(0, Math.min(this.resolution - 1, x)); 57 const cy = Math.max(0, Math.min(this.resolution - 1, y)); 58 const cz = Math.max(0, Math.min(this.resolution - 1, z)); 59 60 const index = 61 cx + cy * this.resolution + cz * this.resolution * this.resolution; 62 return this.field[index]; 63 } 64}

Vortex Field

tsx
1function applyVortex( 2 velocities: Float32Array, 3 positions: Float32Array, 4 count: number, 5 center: THREE.Vector3, 6 axis: THREE.Vector3, // Normalized 7 strength: number, 8 falloff: number, 9 delta: number, 10) { 11 for (let i = 0; i < count; i++) { 12 const dx = positions[i * 3] - center.x; 13 const dy = positions[i * 3 + 1] - center.y; 14 const dz = positions[i * 3 + 2] - center.z; 15 16 // Project onto plane perpendicular to axis 17 const dot = dx * axis.x + dy * axis.y + dz * axis.z; 18 const px = dx - dot * axis.x; 19 const py = dy - dot * axis.y; 20 const pz = dz - dot * axis.z; 21 22 const dist = Math.sqrt(px * px + py * py + pz * pz); 23 24 if (dist > 0.1) { 25 // Tangent direction (cross product with axis) 26 const tx = axis.y * pz - axis.z * py; 27 const ty = axis.z * px - axis.x * pz; 28 const tz = axis.x * py - axis.y * px; 29 30 const tLen = Math.sqrt(tx * tx + ty * ty + tz * tz); 31 const force = strength * Math.exp(-dist * falloff); 32 33 velocities[i * 3] += (tx / tLen) * force * delta; 34 velocities[i * 3 + 1] += (ty / tLen) * force * delta; 35 velocities[i * 3 + 2] += (tz / tLen) * force * delta; 36 } 37 } 38}

Turbulence

Simplex-Based Turbulence

glsl
1// GPU turbulence in vertex shader 2vec3 turbulence(vec3 p, float time, float scale, int octaves) { 3 vec3 result = vec3(0.0); 4 float amplitude = 1.0; 5 float frequency = scale; 6 7 for (int i = 0; i < octaves; i++) { 8 vec3 samplePos = p * frequency + time; 9 result.x += snoise(samplePos) * amplitude; 10 result.y += snoise(samplePos + vec3(100.0)) * amplitude; 11 result.z += snoise(samplePos + vec3(200.0)) * amplitude; 12 13 frequency *= 2.0; 14 amplitude *= 0.5; 15 } 16 17 return result; 18}

CPU Turbulence

tsx
1function applyTurbulence( 2 velocities: Float32Array, 3 positions: Float32Array, 4 count: number, 5 strength: number, 6 scale: number, 7 time: number, 8 delta: number, 9) { 10 for (let i = 0; i < count; i++) { 11 const x = positions[i * 3] * scale; 12 const y = positions[i * 3 + 1] * scale; 13 const z = positions[i * 3 + 2] * scale; 14 15 // Simple noise approximation 16 const nx = Math.sin(x + time) * Math.cos(z + time * 0.7); 17 const ny = Math.sin(y + time * 1.3) * Math.cos(x + time * 0.5); 18 const nz = Math.sin(z + time * 0.9) * Math.cos(y + time * 1.1); 19 20 velocities[i * 3] += nx * strength * delta; 21 velocities[i * 3 + 1] += ny * strength * delta; 22 velocities[i * 3 + 2] += nz * strength * delta; 23 } 24}

Collision

Plane Collision

tsx
1function collidePlane( 2 positions: Float32Array, 3 velocities: Float32Array, 4 count: number, 5 planeY: number, 6 bounce: number, // 0-1 7) { 8 for (let i = 0; i < count; i++) { 9 if (positions[i * 3 + 1] < planeY) { 10 positions[i * 3 + 1] = planeY; 11 velocities[i * 3 + 1] *= -bounce; 12 } 13 } 14}

Sphere Collision

tsx
1function collideSphere( 2 positions: Float32Array, 3 velocities: Float32Array, 4 count: number, 5 center: THREE.Vector3, 6 radius: number, 7 bounce: number, 8 inside: boolean, // true = contain inside, false = repel from outside 9) { 10 for (let i = 0; i < count; i++) { 11 const dx = positions[i * 3] - center.x; 12 const dy = positions[i * 3 + 1] - center.y; 13 const dz = positions[i * 3 + 2] - center.z; 14 15 const dist = Math.sqrt(dx * dx + dy * dy + dz * dz); 16 17 const collision = inside ? dist > radius : dist < radius; 18 19 if (collision && dist > 0) { 20 const nx = dx / dist; 21 const ny = dy / dist; 22 const nz = dz / dist; 23 24 // Move to surface 25 const targetDist = inside ? radius : radius; 26 positions[i * 3] = center.x + nx * targetDist; 27 positions[i * 3 + 1] = center.y + ny * targetDist; 28 positions[i * 3 + 2] = center.z + nz * targetDist; 29 30 // Reflect velocity 31 const dot = 32 velocities[i * 3] * nx + 33 velocities[i * 3 + 1] * ny + 34 velocities[i * 3 + 2] * nz; 35 velocities[i * 3] = (velocities[i * 3] - 2 * dot * nx) * bounce; 36 velocities[i * 3 + 1] = (velocities[i * 3 + 1] - 2 * dot * ny) * bounce; 37 velocities[i * 3 + 2] = (velocities[i * 3 + 2] - 2 * dot * nz) * bounce; 38 } 39 } 40}

Integration Methods

Euler (Simple)

tsx
1// Fastest, least accurate 2position += velocity * delta; 3velocity += acceleration * delta;

Verlet (Better for constraints)

tsx
1// Store previous position 2const newPos = position * 2 - prevPosition + acceleration * delta * delta; 3prevPosition = position; 4position = newPos;

RK4 (Most accurate)

tsx
1// Runge-Kutta 4th order (for high precision) 2function rk4( 3 position: number, 4 velocity: number, 5 acceleration: (p: number, v: number) => number, 6 dt: number, 7) { 8 const k1v = acceleration(position, velocity); 9 const k1x = velocity; 10 11 const k2v = acceleration( 12 position + (k1x * dt) / 2, 13 velocity + (k1v * dt) / 2, 14 ); 15 const k2x = velocity + (k1v * dt) / 2; 16 17 const k3v = acceleration( 18 position + (k2x * dt) / 2, 19 velocity + (k2v * dt) / 2, 20 ); 21 const k3x = velocity + (k2v * dt) / 2; 22 23 const k4v = acceleration(position + k3x * dt, velocity + k3v * dt); 24 const k4x = velocity + k3v * dt; 25 26 return { 27 position: position + ((k1x + 2 * k2x + 2 * k3x + k4x) * dt) / 6, 28 velocity: velocity + ((k1v + 2 * k2v + 2 * k3v + k4v) * dt) / 6, 29 }; 30}

File Structure

particles-physics/
├── SKILL.md
├── references/
│   ├── forces.md             # All force types
│   └── integration.md        # Integration methods comparison
└── scripts/
    ├── forces/
    │   ├── gravity.ts        # Gravity implementations
    │   ├── attractors.ts     # Point/orbit attractors
    │   └── fields.ts         # Flow/velocity fields
    └── collision/
        ├── planes.ts         # Plane collision
        └── shapes.ts         # Sphere, box collision

Reference

  • references/forces.md — Complete force implementations
  • references/integration.md — When to use which integration method

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