What problem does it solve? Creating visual effects like fire, smoke, sparks, rain, and explosions in an ignifx game requires authoring particle behavior and rendering it efficiently on the GPU; this Skill provides the document format, presets, and APIs to declare and play those effects without writing shader code. ## Core Features & Use Cases - Declarative effect documents: Author effects as .particles.json files or in-code objects with modules for emission, shape, forces, lifetime curves, and rendering, validated with precise error codes. - Nine built-in presets: Start from fire, smoke, sparks, explosion, dust, sparkle, rain, snow, or leaves via particleDefinition(name, overrides) and merge overrides key by key. - Deterministic stateless simulation: CPU-written spawn records are evaluated on the GPU from closed formulas, giving exact pause, seeded reproducibility, free fast-forward via simulate(), and headless testing support. - Use Case: Add a campfire to a scene by loading the fire preset into a ParticleSystem component with prewarm enabled, then tune capacity and quality scale for a settings screen. ## Quick Start Ask the AI to add a looping campfire particle effect to an entity in your ignifx project using the fire preset from @ignifx/particles.