Particle lifecycle management—emission/spawning, death conditions, object pooling, trails, fade-in/out, and state transitions. Use when particles need birth/death cycles, continuous emission, trail effects, or memory-efficient recycling.
Resources
1Install
npx skillscat add bbeierle12/skill-mcp-claude/particles-lifecycle Install via the SkillsCat registry.
This skill manages particle lifecycles, including emission, death conditions, and object pooling for memory efficiency. It solves the performance overhead of constant object creation and destruction in real-time environments. Use this skill when implementing continuous particle effects, burst emissions, or trails that require efficient recycling of particle objects.
Particle Lifecycle
Manage particle birth, life, death, and rebirth for continuous effects.
Quick Start
interface Particle {
position: THREE.Vector3;
velocity: THREE.Vector3;
life: number; // Current life (decrements)
maxLife: number; // Starting life
alive: boolean;
}
// Update loop
for (const p of particles) {
if (!p.alive) continue;
p.life -= delta;
if (p.life <= 0) {
p.alive = false;
continue;
}
// Age factor (0 at birth, 1 at death)
const age = 1 - p.life / p.maxLife;
// Update position, apply fade, etc.
}Emission Patterns
Continuous Emission
class ContinuousEmitter {
private accumulator = 0;
emit(
particles: Particle[],
rate: number, // Particles per second
delta: number,
spawnFn: () => Particle
) {
this.accumulator += rate * delta;
while (this.accumulator >= 1) {
this.accumulator -= 1;
// Find dead particle to reuse
const dead = particles.find(p => !p.alive);
if (dead) {
Object.assign(dead, spawnFn());
dead.alive = true;
}
}
}
}
// Usage
const emitter = new ContinuousEmitter();
useFrame((_, delta) => {
emitter.emit(particles, 100, delta, () => ({
position: new THREE.Vector3(0, 0, 0),
velocity: new THREE.Vector3(
(Math.random() - 0.5) * 2,
Math.random() * 5,
(Math.random() - 0.5) * 2
),
life: 2 + Math.random(),
maxLife: 2 + Math.random(),
alive: true
}));
});Burst Emission
function emitBurst(
particles: Particle[],
count: number,
origin: THREE.Vector3,
speed: number,
lifeRange: [number, number]
) {
let emitted = 0;
for (const p of particles) {
if (emitted >= count) break;
if (p.alive) continue;
// Random direction on sphere
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
const dir = new THREE.Vector3(
Math.sin(phi) * Math.cos(theta),
Math.sin(phi) * Math.sin(theta),
Math.cos(phi)
);
p.position.copy(origin);
p.velocity.copy(dir).multiplyScalar(speed * (0.5 + Math.random()));
p.maxLife = lifeRange[0] + Math.random() * (lifeRange[1] - lifeRange[0]);
p.life = p.maxLife;
p.alive = true;
emitted++;
}
return emitted;
}Shape Emission
// Emit from sphere surface
function emitFromSphere(origin: THREE.Vector3, radius: number): THREE.Vector3 {
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
return new THREE.Vector3(
origin.x + radius * Math.sin(phi) * Math.cos(theta),
origin.y + radius * Math.sin(phi) * Math.sin(theta),
origin.z + radius * Math.cos(phi)
);
}
// Emit from box volume
function emitFromBox(min: THREE.Vector3, max: THREE.Vector3): THREE.Vector3 {
return new THREE.Vector3(
min.x + Math.random() * (max.x - min.x),
min.y + Math.random() * (max.y - min.y),
min.z + Math.random() * (max.z - min.z)
);
}
// Emit from circle edge
function emitFromCircle(center: THREE.Vector3, radius: number, normal: THREE.Vector3): THREE.Vector3 {
const angle = Math.random() * Math.PI * 2;
// Create perpendicular vectors
const up = Math.abs(normal.y) < 0.9 ? new THREE.Vector3(0, 1, 0) : new THREE.Vector3(1, 0, 0);
const right = new THREE.Vector3().crossVectors(normal, up).normalize();
const forward = new THREE.Vector3().crossVectors(right, normal).normalize();
return new THREE.Vector3()
.addScaledVector(right, Math.cos(angle) * radius)
.addScaledVector(forward, Math.sin(angle) * radius)
.add(center);
}
// Emit from cone
function emitFromCone(origin: THREE.Vector3, direction: THREE.Vector3, angle: number, speed: number): THREE.Vector3 {
const coneAngle = Math.random() * angle;
const rotation = Math.random() * Math.PI * 2;
const velocity = direction.clone().normalize();
// Rotate around perpendicular axis
const perpendicular = new THREE.Vector3(1, 0, 0);
if (Math.abs(direction.x) > 0.9) perpendicular.set(0, 1, 0);
perpendicular.cross(direction).normalize();
velocity.applyAxisAngle(perpendicular, coneAngle);
velocity.applyAxisAngle(direction, rotation);
return velocity.multiplyScalar(speed);
}Object Pooling
Pre-allocate particles to avoid garbage collection:
class ParticlePool {
private particles: Particle[] = [];
private activeCount = 0;
constructor(maxCount: number) {
for (let i = 0; i < maxCount; i++) {
this.particles.push({
position: new THREE.Vector3(),
velocity: new THREE.Vector3(),
life: 0,
maxLife: 0,
alive: false
});
}
}
spawn(): Particle | null {
for (const p of this.particles) {
if (!p.alive) {
p.alive = true;
this.activeCount++;
return p;
}
}
return null; // Pool exhausted
}
kill(particle: Particle) {
particle.alive = false;
this.activeCount--;
}
update(delta: number, updateFn: (p: Particle, age: number) => void) {
for (const p of this.particles) {
if (!p.alive) continue;
p.life -= delta;
if (p.life <= 0) {
this.kill(p);
continue;
}
const age = 1 - p.life / p.maxLife;
updateFn(p, age);
}
}
forEach(fn: (p: Particle) => void) {
for (const p of this.particles) {
if (p.alive) fn(p);
}
}
get active() { return this.activeCount; }
get capacity() { return this.particles.length; }
}GPU Pool (Buffer-Based)
class GPUParticlePool {
positions: Float32Array;
velocities: Float32Array;
lives: Float32Array;
maxLives: Float32Array;
private freeIndices: number[] = [];
constructor(public count: number) {
this.positions = new Float32Array(count * 3);
this.velocities = new Float32Array(count * 3);
this.lives = new Float32Array(count);
this.maxLives = new Float32Array(count);
// All indices start free
for (let i = count - 1; i >= 0; i--) {
this.freeIndices.push(i);
}
}
spawn(): number {
const index = this.freeIndices.pop();
return index ?? -1;
}
kill(index: number) {
this.lives[index] = 0;
this.freeIndices.push(index);
}
setParticle(index: number, pos: THREE.Vector3, vel: THREE.Vector3, life: number) {
this.positions[index * 3] = pos.x;
this.positions[index * 3 + 1] = pos.y;
this.positions[index * 3 + 2] = pos.z;
this.velocities[index * 3] = vel.x;
this.velocities[index * 3 + 1] = vel.y;
this.velocities[index * 3 + 2] = vel.z;
this.lives[index] = life;
this.maxLives[index] = life;
}
update(delta: number) {
for (let i = 0; i < this.count; i++) {
if (this.lives[i] <= 0) continue;
this.lives[i] -= delta;
if (this.lives[i] <= 0) {
this.freeIndices.push(i);
continue;
}
// Update position
this.positions[i * 3] += this.velocities[i * 3] * delta;
this.positions[i * 3 + 1] += this.velocities[i * 3 + 1] * delta;
this.positions[i * 3 + 2] += this.velocities[i * 3 + 2] * delta;
}
}
}Fade Patterns
Linear Fade
// age: 0 (birth) to 1 (death)
const alpha = 1 - age;Fade In/Out
function fadeInOut(age: number, fadeInDuration = 0.1, fadeOutStart = 0.7): number {
if (age < fadeInDuration) {
return age / fadeInDuration; // Fade in
} else if (age > fadeOutStart) {
return 1 - (age - fadeOutStart) / (1 - fadeOutStart); // Fade out
}
return 1; // Full opacity
}Eased Fade
// Smooth fade out (ease-in)
const alpha = Math.pow(1 - age, 2);
// Quick fade then slow (ease-out)
const alpha = 1 - Math.pow(age, 2);
// S-curve (smoothstep)
const alpha = 1 - (age * age * (3 - 2 * age));Blink/Flash
function blink(age: number, frequency: number): number {
return (Math.sin(age * frequency * Math.PI * 2) + 1) * 0.5;
}Size Over Life
// Grow then shrink
function sizeOverLife(age: number, maxSize: number): number {
// Peak at 20% of life
const peak = 0.2;
if (age < peak) {
return (age / peak) * maxSize;
} else {
return (1 - (age - peak) / (1 - peak)) * maxSize;
}
}
// Pop in, slow shrink
function popShrink(age: number, maxSize: number): number {
const popDuration = 0.05;
if (age < popDuration) {
return maxSize; // Instant full size
}
return maxSize * (1 - (age - popDuration) / (1 - popDuration));
}Color Over Life
// Gradient from start to end color
function colorOverLife(age: number, startColor: THREE.Color, endColor: THREE.Color): THREE.Color {
return startColor.clone().lerp(endColor, age);
}
// Multi-stop gradient
function colorGradient(age: number, stops: Array<{ pos: number; color: THREE.Color }>): THREE.Color {
// Find surrounding stops
let lower = stops[0];
let upper = stops[stops.length - 1];
for (let i = 0; i < stops.length - 1; i++) {
if (age >= stops[i].pos && age <= stops[i + 1].pos) {
lower = stops[i];
upper = stops[i + 1];
break;
}
}
const t = (age - lower.pos) / (upper.pos - lower.pos);
return lower.color.clone().lerp(upper.color, t);
}
// Usage
const fireGradient = [
{ pos: 0, color: new THREE.Color('#ffffff') },
{ pos: 0.2, color: new THREE.Color('#ffff00') },
{ pos: 0.5, color: new THREE.Color('#ff6600') },
{ pos: 1, color: new THREE.Color('#330000') }
];Trails
Position History Trail
class TrailParticle {
positions: THREE.Vector3[] = [];
maxLength: number;
constructor(maxLength: number) {
this.maxLength = maxLength;
}
update(newPosition: THREE.Vector3) {
this.positions.unshift(newPosition.clone());
if (this.positions.length > this.maxLength) {
this.positions.pop();
}
}
getTrailGeometry(): THREE.BufferGeometry {
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(this.positions.length * 3);
const alphas = new Float32Array(this.positions.length);
for (let i = 0; i < this.positions.length; i++) {
positions[i * 3] = this.positions[i].x;
positions[i * 3 + 1] = this.positions[i].y;
positions[i * 3 + 2] = this.positions[i].z;
alphas[i] = 1 - i / this.positions.length;
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('alpha', new THREE.BufferAttribute(alphas, 1));
return geometry;
}
}GPU Trail (Shader-Based)
// Vertex shader with trail
attribute float aTrailIndex; // 0 = head, 1 = tail
attribute vec3 aPrevPosition;
attribute vec3 aNextPosition;
uniform float uTrailLength;
varying float vTrailAlpha;
void main() {
// Interpolate between positions based on trail index
vec3 pos = mix(aNextPosition, aPrevPosition, aTrailIndex);
// Alpha fades along trail
vTrailAlpha = 1.0 - aTrailIndex;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
gl_PointSize = mix(10.0, 2.0, aTrailIndex); // Size decreases along trail
}Line Trail
function TrailLine({ points, color = '#ffffff' }) {
const geometry = useMemo(() => {
const geo = new THREE.BufferGeometry();
const positions = new Float32Array(points.length * 3);
points.forEach((p, i) => {
positions[i * 3] = p.x;
positions[i * 3 + 1] = p.y;
positions[i * 3 + 2] = p.z;
});
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
return geo;
}, [points]);
return (
<line geometry={geometry}>
<lineBasicMaterial color={color} transparent opacity={0.5} />
</line>
);
}State Machines
enum ParticleState {
Spawning,
Active,
Dying,
Dead
}
interface StatefulParticle extends Particle {
state: ParticleState;
stateTime: number;
}
function updateParticleState(p: StatefulParticle, delta: number) {
p.stateTime += delta;
switch (p.state) {
case ParticleState.Spawning:
// Fade in over 0.2 seconds
if (p.stateTime >= 0.2) {
p.state = ParticleState.Active;
p.stateTime = 0;
}
break;
case ParticleState.Active:
p.life -= delta;
if (p.life <= 0.5) { // Start dying when 0.5s left
p.state = ParticleState.Dying;
p.stateTime = 0;
}
break;
case ParticleState.Dying:
p.life -= delta;
if (p.life <= 0) {
p.state = ParticleState.Dead;
p.alive = false;
}
break;
}
}
function getParticleAlpha(p: StatefulParticle): number {
switch (p.state) {
case ParticleState.Spawning:
return p.stateTime / 0.2;
case ParticleState.Active:
return 1;
case ParticleState.Dying:
return p.life / 0.5;
default:
return 0;
}
}Sub-Emitters
Spawn particles from dying particles:
function updateWithSubEmitter(
particles: Particle[],
subEmitCount: number,
subEmitFn: (parent: Particle) => Particle
) {
const toEmit: Particle[] = [];
for (const p of particles) {
if (!p.alive) continue;
p.life -= delta;
if (p.life <= 0) {
p.alive = false;
// Spawn sub-particles
for (let i = 0; i < subEmitCount; i++) {
toEmit.push(subEmitFn(p));
}
}
}
// Add sub-particles to pool
for (const sub of toEmit) {
const dead = particles.find(p => !p.alive);
if (dead) {
Object.assign(dead, sub);
}
}
}File Structure
particles-lifecycle/
├── SKILL.md
├── references/
│ ├── emission-patterns.md # All emission shapes
│ └── easing-curves.md # Fade/size curves
└── scripts/
├── emitters/
│ ├── continuous.ts # Continuous emission
│ ├── burst.ts # Burst emission
│ └── shapes.ts # Shape emitters
├── pool.ts # Object pooling
├── trails.ts # Trail implementations
└── lifecycle.ts # Fade, size, color curvesReference
references/emission-patterns.md— All emission shape functionsreferences/easing-curves.md— Fade and size curve options