Skip to main content

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", "instanced points", "starfield", "GPU particles", or a swirling generative point system. OpenDesign serves this in powered-preview mode so the GPU stack actually runs.

설치로 이동

소스 정보

저장소
nexu-io/open-design
최근 소스 활동
2026년 8월 18일 07:09
감지된 SKILL.md 언어
영어
스타
97,471
포크
11,317

설치 방법

기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.

소스 파일 검토

설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.

파일 탐색기
3 개 파일

SKILL.md 표시 중

SKILL.md
소스 지침 · 읽기 전용 미리보기
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.
GitHub에서 보기