webgl-particle-galaxy

Generate a real-time GPU-accelerated particle galaxy using WebGL2 vertex shader computations.

93.2k|10.8k|Updated Apr 28, 2026
One-click install
npx skills add https://github.com/nexu-io/open-design --skill webgl-particle-galaxy
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: webgl-particle-galaxy
Source: https://github.com/nexu-io/open-design/tree/main/plugins/_official/examples/webgl-particle-galaxy
Command: npx skills add https://github.com/nexu-io/open-design --skill webgl-particle-galaxy

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill solves the performance bottleneck of rendering tens of thousands of animated particles by offloading all position calculations to the GPU, ensuring smooth 60fps performance without CPU-side loops.

Core Features & Use Cases

  • GPU-Accelerated Rendering: Computes particle orbits entirely within the vertex shader using gl_VertexID.
  • Single-Call Execution: Draws 50,000+ points in one gl.drawArrays call for maximum efficiency.
  • Use Case: Ideal for creating high-performance, generative visual backgrounds or data visualizations where thousands of points must move in complex, synchronized patterns.

Quick Start

Generate a real-time particle galaxy visualization as a self-contained index.html file.

Frequently Asked Questions about webgl-particle-galaxy

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

FAQPage Schema
How do I render thousands of particles at 60fps?

Render particles by computing their positions directly in the vertex shader using gl_VertexID. This approach avoids CPU-side loops and allows the GPU to handle the entire animation pipeline in a single draw call.

What is the advantage of using WebGL2 for particle systems?

WebGL2 provides access to advanced features like vertex array objects and improved shader performance, which are essential for rendering large-scale point clouds or complex generative systems efficiently.

Can I use this for data visualization?

Yes, you can map data points to particle positions within the vertex shader. By passing data as uniforms or textures, you can visualize large datasets as a dynamic, interactive point cloud.

Why does the particle system require a powered preview?

The system uses WebGL2 contexts which require a cross-origin-isolated environment to function correctly. OpenDesign provides this powered preview to ensure the GPU stack can execute without sandbox restrictions.