globe-particles

Create a globe-like 3D particle visualization with Three.js and custom WebGL shaders.

Updated May 5, 2026
One-click install
npx skills add https://github.com/josippapez/ai-setup --skill globe-particles-josippapez
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: globe-particles
Source: https://github.com/josippapez/ai-setup/tree/main/claude/plugins/better-design/skills/globe-particles
Command: npx skills add https://github.com/josippapez/ai-setup --skill globe-particles-josippapez

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires three.

What problem does it solve? Designs often need a premium planetary or orbital data-globe visual, but hand-rolling a WebGL particle system with correct shaders, geometry distribution, and cleanup is error-prone and time-consuming. ## Core Features & Use Cases - Layered Particle Globe: Generates a dense luminous spherical core plus a thinner tilted orbital ring using separate particle populations in a single BufferGeometry. - Custom GLSL Shaders: Circular point sprites with depth falloff, breathing animation, and brand-accent color mixing keep particles crisp and cinematic. - Production-Ready Lifecycle: Handles resize, pointer parallax, prefers-reduced-motion, DPR capping, and full disposal of geometry, material, renderer, listeners, and RAF. - Use Case: Add a hero-section globe to a dark landing page where the ring accent color derives from the site's primary brand color, with gentle mouse-driven drift. ## Quick Start Ask the AI to add a globe particle visualization to the hero section using the brand's primary accent color.

Frequently Asked Questions about globe-particles

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

FAQPage Schema
How do I create a 3D particle globe with Three.js?

Build a BufferGeometry with two particle populations: points distributed on a sphere for the core and points along a tilted ring. Render them as THREE.Points with a custom ShaderMaterial using circular point sprites and additive blending.

How to make round glowing particles in WebGL shaders?

Use gl_PointCoord in the fragment shader to compute distance from the point center, then apply a smoothstep falloff so alpha fades to zero at the edge. Squaring the alpha and using additive blending produces a crisp luminous dot.

Does Three.js particle animation support prefers-reduced-motion?

Yes. Check window.matchMedia("(prefers-reduced-motion: reduce)") and skip the requestAnimationFrame loop, rendering a single static frame instead. This globe recipe renders a still object when reduced motion is requested.

Why does my particle globe look like a blurry blob?

Excessive point size, bloom, or fog destroys the globe silhouette. Lower u_pointSize, reduce particle counts, and rely on density and depth falloff rather than heavy glow so the sphere and ring stay distinct.

How do I clean up Three.js scenes to avoid memory leaks?

Cancel the animation frame, remove window event listeners, and call dispose() on the geometry, material, and renderer. The init function returns a cleanup callback that performs all of these steps.