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webgl-particle-galaxy

webgl-particle-galaxy

A real-time particle galaxy — tens of thousands of additive-blended GPU points spiraling around a bright core, their orbits solved entirely in the vertex shader (from gl_VertexID), so the whole cloud draws in one call. Rendered as a single self-contained `index.html`. Use when the brief asks for a "particle field", "particle galaxy", "point cloud", "instanc…

Independent GitHub snapshot · Automated classification · Original documentation governs

Nnexu-io / open-designApache-2.0

Documentation de la Skill

GitHub

name: webgl-particle-galaxy description: | A real-time particle galaxy — tens of thousands of additive-blended GPU points spiraling around a bright core, their orbits solved entirely in the vertex shader (from gl_VertexID), so the whole cloud draws in one call. Rendered as a single self-contained index.html. Use when the brief asks for a "particle field", "particle galaxy", "point cloud", "instanced points", "starfield", "GPU particles", or a swirling generative point system. OpenDesign serves this in powered-preview mode so the GPU stack actually runs. triggers:

  • "particle"
  • "particles"
  • "particle galaxy"
  • "point cloud"
  • "instanced points"
  • "starfield"
  • "gpu particles"
  • "粒子"
  • "粒子星系" od: mode: prototype platform: web scenario: design preview: type: html entry: index.html reload: debounce-100 design_system: requires: false sections: [color, typography] craft: requires: [animation-discipline]

Particle Galaxy Skill

Produce a single self-contained index.html that renders a real-time particle system full-screen, with a clean typographic overlay on top. The signature move: compute each particle's position on the GPU so the CPU never loops over particles.

Why this is a powered artifact

OpenDesign detects getContext('webgl2') and renders this file in powered preview — a cross-origin-isolated iframe with allow-same-origin. The full GPU pipeline is available; you do not need to work around the opaque sandbox.

Resource map

webgl-particle-galaxy/
├── SKILL.md      ← you're reading this
└── example.html  ← a working 50,000-point WebGL2 galaxy (READ FIRST)

Workflow

Step 0 — Read the reference

Read example.html end to end. Note the shape: no vertex buffer — the vertex shader reads gl_VertexID, hashes it into a stable per-particle seed, and derives a log-spiral orbit with an inner-fast rotation curve. Points are drawn with gl.drawArrays(gl.POINTS, 0, N) in one call, additive-blended (blendFunc(ONE, ONE) with premultiplied color) so overlapping points glow.

Step 1 — Pick the motion

Choose a field the vertex shader can express cheaply from gl_VertexID + uTime:

  • Spiral galaxy (default): log-spiral arms, rotation curve speed ≈ k / (r + ε), thin disk.
  • Attractor / flow: curl or a strange-attractor step baked as a closed-form function of time.
  • Explosion / reform: interpolate between a seeded start and a target shape on a looping clock.

Step 2 — Build index.html

  • One file, zero external requests. Bind a VAO even with no attributes (some drivers require it).
  • Point size in the vertex shader (gl_PointSize), clamped and DPR-aware; soft round sprites via gl_PointCoord + a gaussian falloff in the fragment shader.
  • Additive blending on a dark clear color; premultiply the fragment color so blendFunc(ONE, ONE) reads as glow, not double-exposure.
  • Compile shaders with error logging (getShaderInfoLog / getProgramInfoLog) so a typo fails loudly.

Step 3 — Overlay + brand

  • Map the accent colors to the active DESIGN.md when one is present; otherwise a restrained dark palette with one vivid accent (the reference uses lime #63fe13 for the arms and a white-blue core).
  • Headline ≤ 15ch plus one supporting line. Never bury the particles behind the text.

Step 4 — Self-review (P0)

  • Renders continuously at ~60fps; the FPS badge updates.
  • Tens of thousands of points in a single draw call (no per-particle CPU loop).
  • No WebGL console errors; program links cleanly.
  • Resizes crisply on window resize (no stretching / blur).
  • Degrades to a message (not a blank page) if webgl2 is unavailable.
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