What problem does it solve?
When you need to display thousands of similar sprites (like bullets or particles) in PixiJS, performance collapses if you treat every sprite as a full Container child; this Skill provides an efficient ParticleContainer-based approach for fast rendering.
Core Features & Use Cases
- Batch rendering with ParticleContainer: Render very large numbers of lightweight particles in a single draw call using shared texture constraints.
- Particle-first child management: Use addParticle/removeParticle and the particleChildren array instead of addChild, with an update() flow for static property changes.
- Controlled GPU upload via dynamicProperties: Mark only the attributes you animate (position, rotation, uvs, color, vertex) for per-frame GPU re-uploads and keep everything else static for speed.
- Production-focused use cases: Particle effects, bullet patterns, and any scene element where objects share the same base texture and you can accept ParticleContainer limitations (no per-particle filters/masks, no nested particle hierarchies).
Quick Start
Create a ParticleContainer with a shared texture and a correctly sized boundsArea, then add many Particle instances via addParticle and attach the ParticleContainer to the stage.