particles

Builds GPU particle effects in ignifx from .particles.json documents evaluated on the GPU.

Updated Sep 5, 2026
One-click install
npx skills add https://github.com/astrum-forge/ignifx --skill particles-astrum-forge
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: particles
Source: https://github.com/astrum-forge/ignifx/tree/main/packages/particles/skills/particles
Command: npx skills add https://github.com/astrum-forge/ignifx --skill particles-astrum-forge

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires @ignifx/core.

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.

Frequently Asked Questions about particles

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

FAQPage Schema
How do I add a particle effect to an ignifx game?

Register the particles extension when creating the app, then add a ParticleSystem component to an entity with a definition from particleDefinition() or a loaded .particles.json asset. Presets like fire, smoke, and explosion give a complete document you can override key by key.

How do I create a one-shot explosion that cleans itself up?

Create an entity with a ParticleSystem playing the explosion preset, then connect to its onStopped signal to destroy the entity. onStopped fires once when a non-looping document finishes its cycle and its last particle has died.

Does @ignifx/particles support particle collision or sub-emitters?

No. Particles are stateless and computed from closed formulas of their age, so collision and sub-emitters cannot be expressed. Instead, play a second ParticleSystem at a point your own code decides, or drive a Rigidbody for pieces that must collide.

Why is my particle effect drawing nothing or thinning out?

Common causes are capacity too small for the emission rate (check droppedCount), the maxParticles budget clamping the system (error IGX-1702), or emitting before the definition asset has loaded (IGX-1705). Set capacity to at least rateOverTime times the longest lifetime.

Can I use ignifx particles for 2D sprite games?

Yes, use @ignifx/particles-2d, which reads the same .particles.json documents and draws them as sprites. The core @ignifx/particles package targets 3D rendering with billboard, stretched, and mesh renderer modes.