forge-particle-system

Simulate thousands of particles on the GPU with compute shaders for SDL GPU projects.

36|6|Updated Mar 25, 2026
One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-particle-system
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-particle-system
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/forge-particle-system
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-particle-system

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

GPU-based particle effects are traditionally CPU-bound; this skill enables thousands of animated sprites by moving simulation entirely onto the GPU, reducing CPU bottlenecks and enabling richer visuals.

Core Features & Use Cases

  • Compute-shader based particle simulation with a dedicated particle buffer
  • Billboard rendering of quads, atlas-based animation, and support for additive or alpha blending
  • Real-world uses include fire, smoke, sparks, explosions, weather effects, and other large-scale particle systems in SDL GPU projects

Quick Start

Integrate the GPU-driven particle system by wiring a compute pass for particle simulation and rendering billboard quads with a texture atlas.

Frequently Asked Questions about forge-particle-system

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I run a particle system simulation entirely on the GPU in an SDL GPU project?

Run particle system simulation on the GPU by setting up a compute pass with a dedicated particle buffer. The CPU only uploads simulation parameters each frame, while compute shaders handle the animation logic for thousands of particles.

What is GPU-driven particle simulation and how does it reduce CPU bottlenecks?

GPU-driven particle simulation moves the processing of thousands of sprites from the CPU to the GPU. This reduces CPU bottlenecks by limiting CPU work to uploading simulation parameters each frame, enabling richer visual effects.

Can I render fire and smoke effects using billboard quads and texture atlases?

Yes, you can render fire and smoke effects using billboard quads with atlas-based animation. The system supports texture atlas UV management alongside additive or alpha blending to create these large-scale visual effects.

Do I need a compute shader workflow to use this GPU particle system?

Yes, a compute shader workflow is required. You must wire a compute pass for particle simulation and configure a dedicated particle buffer, an emitter, and proper depth and render state configuration.

What is the best way to animate thousands of sprites without impacting CPU performance?

The best way to animate thousands of sprites without CPU impact is a GPU-driven particle system. It simulates particles entirely on the GPU using compute shaders, leaving the CPU only to upload parameters each frame.